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Author Topic: Secret of Mana, Turbo - Beta 191113  (Read 95340 times)

hmsong

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Re: Secret of Mana, Turbo - Beta 191010
« Reply #700 on: October 14, 2019, 06:21:22 pm »
@kethinov

Oh, so if you use half damage variant, the max damage you can do is 400?  Hmm.  Seems a bit weak, but given that it pierces Wall, no multi-target penalty, and would work on Mana Beast, I guess that's fair.  But I guess that also means that it has no element advantage/disadvantage?  For example, if Popoi (800 HP) were to use it on a Dryad enemy, it would still do 400 damage instead of 200, and if it was used on a Luna enemy, it would still do 400 damage instead of 800?

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Re: Secret of Mana, Turbo - Beta 191010
« Reply #701 on: October 14, 2019, 06:27:25 pm »
Yep.

zoolgremlin

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Re: Secret of Mana, Turbo - Beta 191010
« Reply #702 on: October 15, 2019, 01:09:27 am »
hmsong:  Okay!  Here's a small start on Boss AI, at least.  In the Link below, you can download the Spell Script example for the Mech Rider series, as you requested.  I'm not completely sure myself how Boss AI control codes operate, just that they appear to be different from Monster control codes.  Also, Monsters have a greater number of control codes than Bosses do, as regrs once put it.   :)

But at least I could follow the JMP/BRA (Jump To/Branch To) conditional logic okay.  Check it out when you have a chance, see if things start making more sense for you.  Queue may possibly pick up the discussion from here, later on.  If he has time... <whew>

Slight mistake from earlier.  Mech Rider's AI code is across 2 Banks, not 3.  $C2 and $DC.  The part in $DC is just for pointers.

LINK DELETED:  File no longer exists, will redo the Mech Rider series AI-script in full, not just the spell code, at some later date.  Apologies for the inconvenience.   :(
« Last Edit: October 31, 2019, 07:15:07 am by zoolgremlin »
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hmsong

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Re: Secret of Mana, Turbo - Beta 191010
« Reply #703 on: October 15, 2019, 01:18:32 am »
@zoolgremlinm, @Queue, @kethinov

Holy crap... I did it... I DID IT!!!  Thank you!!

Well, actually, I still have one thing left -- changing the colors of the spell animation (and victim's color), but after so many repeats of failures, I'm ready to give up (I got pretty close, but I hit a brick wall with nowhere to go).  Queue, kethinov, if either of you can pick up what I couldn't do, I'd really appreciate it.

I'm so close to it that I can taste it.  And yet, I'm being denied, due to my lack of skills.  Damn.

Btw, kethinov, thank you for that timing changing thing.  I wouldn't even have noticed that thing until you mentioned it.  And thank you for the target color change.  Feel free to take my patch and make it into IPS (I don't know how to do that), assuming you modify the animation color.  It can be our joint project for RHDN.  I think many people without Turbo patch would like this.  In fact, I'd be grateful if you did that (not only does that actually complete my project, I sure would like to see my baby up there in RHDN).


October 15, 2019, 02:20:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)

Dust Flare v0.1 (sounded way cooler than Grave Flare):

If anyone finds any error, please let me know ASAP.

Description:
Quote
v0.1
Renames "Fire Bouquet" into "Dust Flare".  It does <Petrify> if Mud Saber is applied, and does <Damage (43PWR) + Mire> if Mud Saber is not applied.  If Paralyze (Mire) patch is not applied, then it should do <damage + Atk Down> (I hope).

Switches the following spells:
  Speed Up (Gnome) --> Dust Flare (Gnome)
  Fire Bouquet (Salamando) --> Speed Up (Salamando)

Also changes the following enemy behaviors:
- Chess Knight   Speed Up (Gnome, self) --> Speed Up (Salam, self)
- Ghoul      Speed Up (Gnome, self) --> Dust Flare (Gnome, one-enemy) <- Casts a LEVEL 7 Dust Flare.  Dangerous.
- Imp      Fire Bouquet (Salam, one-enemy) --> Speed Up (Salam, one-ally)
- Spikey Tiger   Fire Bouquet (Salam, one-enemy) --> Fireball (Salam, all-enemy)
- Axe Beak   Fire Bouquet (Salam, one-enemy) --> Blaze Wall (Salam, all-enemy) <- Uses Inferno Barrier if that's applied
- Mech Rider 1   Speed Up (Gnome, self) --> Speed Up (Salam, self)
- Mech Rider 2   Speed Up (Gnome, self) --> Speed Up (Salam, self)
- Mech Rider 3   Speed Up (Gnome, self) --> Speed Up (Salam, self)
- Mech Rider 3   Wall (Dryad, self) --> Dust Flare (Gnome, one-enemy) <- Spams Dust Flare like crazy

Warning:  If both this patch and Inferno Barrier patch are active, then Primm will lose her fire attack spell.

Code: [Select]
' {04: Dust Flare (Speed Up --> Fire Bouquet modified)}
@OFF $D02BA0
RAW 32 86 53 05 53 05 53 05
@OFF $D02BA8
RAW 89 00 BE 6A 00 00 2D 8F
@OFF $D02BB0
RAW 89 00 BE 6A 00 00 2D 8F
@OFF $D02BB8
RAW 89 00 D4 6A 00 00 2D 8F
@OFF $D02BC0
RAW 89 00 D4 6A 00 00 2D 8F
@OFF $D02BC8
RAW 89 0E D4 6A 00 00 55 8F
@OFF $D02BD0
RAW 89 0E D4 6A 00 00 55 8F

IF _Mud_Saber_-_Replaces_Stone_Saber ' compat
@OFF Spell.List.Speed_Up
ADR.16 SSE.Func.Detrimental.Effects
@OFF %Spell.Data.Speed_Up%Effect%
RAW 40 00
@OFF %Spell.Data.Speed_Up%Target%
RAW Spell.Target.Enemies
ENDIF

IFNOT _Mud_Saber_-_Replaces_Stone_Saber ' compat
@OFF Spell.List.Speed_Up
ADR.16 SSE.Func.Detrimental.DamageAndEffects
@OFF %Spell.Data.Speed_Up%Effect%
RAW 08 00
@OFF %Spell.Data.Speed_Up%Target%
RAW Spell.Target.Enemies
@OFF %Spell.Data.Speed_Up%Power%
RAW 2B
ENDIF

IFNOT Enable_Paralyze_Status ' compat
@OFF Spell.List.Speed_Up
ADR.16 SSE.Func.Detrimental.DamageAndStats
@OFF %Spell.Data.Speed_Up%Stat%
RAW SSE.Stat.Attack.Down
@OFF %Spell.Data.Speed_Up%Target%
RAW Spell.Target.Enemies
@OFF %Spell.Data.Speed_Up%Power%
RAW 2B
ENDIF

' {10: Speed Up (Fire Bouquet --> Speed Up)}
@OFF $D02EA0
RAW E0 85 D5 0B D5 0B D5 0B
@OFF $D02EA8
RAW C9 00 06 68 00 00 02 8B
@OFF $D02EB0
RAW C9 00 06 68 00 00 02 8B
@OFF $D02EB8
RAW C9 00 06 68 00 00 02 8B
@OFF $D02EC0
RAW C9 00 06 68 00 00 02 8B
@OFF $D02EC8
RAW C9 00 1E 68 00 00 13 8B
@OFF $D02ED0
RAW C9 00 1E 68 00 00 13 8B
@OFF Spell.List.Fire_Bouquet
ADR.16 SSE.Func.Beneficial.Stats
@OFF %Spell.Data.Fire_Bouquet%Stat%
RAW SSE.Stat.AccuracyEvade.Up
@OFF %Spell.Data.Fire_Bouquet%Target%
RAW Spell.Target.Allies

' {Target Color Change}
@OFF $D18B07 ' vanilla Speed Up low/mid
RAW 84
@OFF $D18B18 ' vanilla Speed Up high
RAW 84
@OFF $D18F2E ' vanilla Fire Bouquet
RAW 8F

' {Enemy Target Change}
@OFF $D0666B 'vanilla Chess Knight Speed Up (pre) --> Speed Up (post)
'RAW 04
RAW 10
@OFF $D08030 'vanilla Ghoul Dust Flare (post) Target --> One Enemy
'RAW C4
RAW C1
@OFF $D08189 'vanilla Imp Speed Up (post) Target --> Ally
'RAW C1
RAW D8
@OFF $C2DC1D 'vanilla Spikey Tiger Fire Bouquet --> Fireball + target all
'RAW 10 00
RAW 0C 01
IF _Inferno_Barrier_-_Replaces_Blaze_Wall ' compat
@OFF $C2E428 'vanilla Axe Beak Fire Bouquet --> Inferno Barrier + target self
'RAW 10 00
RAW 11 03
ENDIF
IFNOT _Inferno_Barrier_-_Replaces_Blaze_Wall ' compat
@OFF $C2E428 'vanilla Axe Beak Fire Bouquet --> Blaze Wall + target all
'RAW 10 00
RAW 11 01
ENDIF
@OFF $C2EC56 'vanilla Mech Riders Speed Up (pre) --> Speed Up (post)
'RAW 04
RAW 10
@OFF $C2EC5C 'vanilla Mech Riders Wall (pre) --> Dust Flare (post) + target one enemy
'RAW 22 02
RAW 04 00

' {Icon Change}
@OFF $D8FD86 'Speed Up --> Fire Bouquet
RAW A0
@OFF $D8FD9E 'Fire Bouquet --> Speed Up
RAW 08

' {Name Change}
@OFF Spell.Text.Fire_Bouquet
TEXT ^D u^ s^ t^ _ ^F l^ a^ r^ e^ \0
@OFF $%[]%00
COPY Spell.Name.Speed_Up 02
COPY Spell.Name.Fire_Bouquet 02
@OFF Spell.Name.Speed_Up
COPY %[]%02 02
@OFF Spell.Name.Fire_Bouquet
COPY %[]%00 02

@Queue

Please include this in the next update.

Also, please update my [Spell_Balance_Overhaul]:

Description:
Quote
Following spells were changed:

+Mud Saber   4MP --> 2MP (if this is applied)
-Stone Saber   4MP --> 5MP
-Cure Water   2MP --> 3MP
-Flame Saber   2MP --> 4MP
+Blaze Wall   33PWR --> 43PWR
+Lunar Boost   Eva Down --> None
+Moon Energy   Target = One/All Ally
-Moon Energy   2MP --> 3MP
+Revivifier   61PWR --> 100PWR
+Revivifier   10MP --> 8MP
+Light Saber   5MP --> 3MP
+Lucent Beam   61PWR --> 79PWR
+Lucent Beam   8MP --> 4MP
-Lucid Barrier   4MP --> 6MP

-Freeze      61PWR --> 43PWR
+Acid Rain   43PWR --> 61PWR
-Acid Rain   3MP --> 4MP
-Energy Absorb   2MP --> 3MP
-Fireball   52PWR --> 43PWR
+Explode   4MP --> 3MP
+Lava Wave   None --> +Atk Down
+Lava Wave   43PWR --> 61PWR
-Lava Wave   3MP --> 4MP
+Thunderbolt   4MP --> 3MP
+Silence   2MP --> 1MP
+Lunar Magic   Random --> All Stat Down
-Burst      4MP --> 5MP
+Dark Force   61PWR --> 79PWR
-Dark Force   2MP --> 4MP
+Dispel Magic   4MP --> 2MP

Note: Other spell tweaks will have priority over this patch (ex: Hellfire, Cascade Lunar Magic, Inferno Barrier, etc), so they are all compatible with my overhaul.

Code: [Select]
IF _Mud_Saber_-_Replaces_Stone_Saber ' compat
@OFF %Spell.Data.Stone_Saber%Cost%
RAW 02
ENDIF
IFNOT _Mud_Saber_-_Replaces_Stone_Saber ' compat
@OFF %Spell.Data.Stone_Saber%Cost%
RAW 05
ENDIF

@OFF %Spell.Data.Cure_Water%Cost%
RAW 03

@OFF %Spell.Data.Flame_Saber%Cost%
RAW 04

IFNOT _Inferno_Barrier_-_Replaces_Blaze_Wall ' compat
@OFF %Spell.Data.Blaze_Wall%Power%
RAW 2B
ENDIF

@OFF %Spell.Data.Lunar_Boost%Stat%
RAW SSE.Stat.Attack.Up

IF Herbal_Boost_-_Replaces_Moon_Energy ' compat
@OFF %Spell.Data.Revivifier%Target%
RAW Spell.Target.Allies
@OFF %Spell.Data.Revivifier%Cost%
RAW 03
@OFF %Spell.Data.Moon_Energy%Power%
RAW 64
@OFF %Spell.Data.Moon_Energy%Cost%
RAW 08
ENDIF
IFNOT Herbal_Boost_-_Replaces_Moon_Energy ' compat
@OFF %Spell.Data.Moon_Energy%Target%
RAW Spell.Target.Allies
@OFF %Spell.Data.Moon_Energy%Cost%
RAW 03
@OFF %Spell.Data.Revivifier%Power%
RAW 64
@OFF %Spell.Data.Revivifier%Cost%
RAW 08
ENDIF

@OFF %Spell.Data.Light_Saber%Cost%
RAW 03

@OFF %Spell.Data.Lucent_Beam%Power%
RAW 4F
@OFF %Spell.Data.Lucent_Beam%Cost%
RAW 04

@OFF %Spell.Data.Lucid_Barrier%Cost%
RAW 06

@OFF %Spell.Data.Freeze%Power%
RAW 2B

@OFF %Spell.Data.Acid_Storm%Power%
RAW 3D
@OFF %Spell.Data.Acid_Storm%Cost%
RAW 04

@OFF %Spell.Data.Energy_Absorb%Cost%
RAW 03

@OFF %Spell.Data.Fireball%Power%
RAW 2B

IFNOT Hellfire_-_Replaces_Exploder ' compat
@OFF %Spell.Data.Exploder%Cost%
RAW 03
ENDIF

IFNOT Lava_Wave_-_Engulf ' compat
@OFF Spell.List.Lava_Wave
ADR.16 SSE.Func.Detrimental.DamageAndStats
@OFF %Spell.Data.Lava_Wave%Stat%
RAW SSE.Stat.Attack.Down
@OFF %Spell.Data.Lava_Wave%Power%
RAW 3D
@OFF %Spell.Data.Lava_Wave%Cost%
RAW 04
ENDIF

@OFF %Spell.Data.Thunderbolt%Cost%
RAW 03

@OFF %Spell.Data.Silence%Cost%
RAW 01

IFNOT _Lunar_Magic_-_Celestial_Cascade ' compat
@OFF Spell.List.Lunar_Magic
ADR.16 SSE.Func.Detrimental.Stats
@OFF %Spell.Data.Lunar_Magic%Stat%
SSE.Stat.All.Down
ENDIF

IFNOT _Burst_-_Health_Cost ' compat
@OFF %Spell.Data.Burst%Cost%
RAW 05
ENDIF

@OFF %Spell.Data.Dark_Force%Power%
RAW 4F
@OFF %Spell.Data.Dark_Force%Cost%
RAW 04

@OFF %Spell.Data.Dispel_Magic%Cost%
RAW 02

I would like to give my thanks to Queue, kethinov, and zoolgremlin for this.  This would not have been possible without you guys.
« Last Edit: October 16, 2019, 07:31:03 am by hmsong »

zoolgremlin

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Re: Secret of Mana, Turbo - Beta 191010
« Reply #704 on: October 15, 2019, 03:02:41 am »
hmsong:  Oh!  It worked, just like that?  Sounds great!  Well done...  :D

As for the graphic stuff, I think that's more kethinov and Queue's area of expertise.  I don't have any real digital art talent to speak of.  If anything, I have ANTI-digital art talent.  When I try to draw stuff digitally, or code it, other art in the world gets deleted from space/time.   :laugh:

I was gonna suggest Grave Dust or Stone Flash for the name, but doesn't matter.  Dust Flare we can work with, I reckon.

Back later when something else comes up.   :)
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hmsong

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Re: Secret of Mana, Turbo - Beta 191010
« Reply #705 on: October 15, 2019, 03:51:34 am »
@zoolgremlin

Even if I finish Dust Flare (I'm not done yet, since the animation color isn't done), I'll still continue to modify Enemy behavior.  So yes, I'd still like to have that document about monster behavior (and boss behavior).  Besides, I may have screwed up somewhere.  Or I may find more enemies/bosses I need to modify.

Thanks in advance.



@Queue @kethinov @zoolgremlin

For whatever reason, High tier spell animation (Lv9) for Dust Flare seems to not work.  Any idea what I did wrong?
« Last Edit: October 15, 2019, 07:23:55 am by hmsong »

Queue

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Re: Secret of Mana, Turbo - Beta 191010
« Reply #706 on: October 15, 2019, 02:26:03 pm »
The high level spell animations seem to be tied to spell number and aren't controlled by the spell data (other than spell data specifying to use the high level animation). If a spell uses targeting type "0E" that signifies to use the high level spell animation. I suspect somewhere in the game's data is a list of pointers that we need to make changes to to control the high level spell animations, just haven't tracked it down.

kethinov

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Re: Secret of Mana, Turbo - Beta 191010
« Reply #707 on: October 16, 2019, 01:52:54 am »
New hack: "Killable Snowmen"

Makes enemies inflicted with "Frosty" status vulnerable to magic attacks. They remain unable to be hurt by physical attacks.



Possible compatibility issue: this might be incompatible with Queue's "Farmable Sword Orb" as I had to make use of the dummied out snowman enemy to accomplish this. The two hacks might be compatible, or they might not be. I didn't check. Worth looking into at some point.

Download: https://www.romhacking.net/hacks/4738/
« Last Edit: October 18, 2019, 10:10:03 am by kethinov »

hmsong

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Re: Secret of Mana, Turbo - Beta 191010
« Reply #708 on: October 16, 2019, 02:14:06 am »
@kethinov

Good stuff!!  I hope Queue can make it compatible with Farmable Sword Orb.  Maybe you can make it a moving Snowman (unable to attack or anything).  Kinda like Moogle, except it is immune to melee.  That way, it's a bit more different than so many other "freeze" SEs.



@Queue

If I remember correctly, you were working on Moogle SE working on the enemies (dunno if you're still on that).  If kethinov's Frosty SE patch is compatible (or even if it's not), maybe you can make your Moogle SE be immune to magic (or maxes out M.Def) while being vulnerable to melee.

Food for thought.
« Last Edit: October 16, 2019, 03:39:01 am by hmsong »

zoolgremlin

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Re: Secret of Mana, Turbo - Beta 191010
« Reply #709 on: October 16, 2019, 04:41:06 am »
kethinov:  Well holy crap.  You... you've done it again!    :o

I just remembered that I haven't tried the Oct. 10 version of Turbo yet.  But I'm almost set up to do that, time for me to try one of your newer patches on top of that.  This'll do quite nicely... thanks very much indeed.   :woot!:
« Last Edit: October 16, 2019, 05:07:46 am by zoolgremlin »
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hmsong

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Re: Secret of Mana, Turbo - Beta 191010
« Reply #710 on: October 16, 2019, 07:32:33 am »
@Queue

Sorry, I re-uploaded my [Spell_Balance_Overhaul] in the previous post.  And its description.  Please update.



@kethinov

Could you give Useful Evil Gate patch the same "Removed damage penalty on multi-targeting enemies and refactored spell definition code to make it more efficient" that you applied in Hellfire?  Or is that already applied?
« Last Edit: October 16, 2019, 08:11:36 am by hmsong »

Queue

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Re: Secret of Mana, Turbo - Beta 191016
« Reply #711 on: October 16, 2019, 03:20:12 pm »
Version 2019-10-16:
https://ufile.io/h7dy99rf

Changes:
- Fixed compatibility between Inverted_Ring_Menu_Rotation and QuickSpell_Hotkeys
- Added hmsong's Dust_Flare and Equipment_Tweaks patches
- Updated hmsong's Spell_Balance_Overhaul, Enemy_Type_And_Element_Changes and Alternate_Shape_Shifter_List
- Removed (Experimental) label from Spell_Balance_Overhaul
- Rewrote Overcharge_Fix to hopefully not have any side effects
- Repurposed Mop's Overcharge_Fix as Balance\Spells_Cancel_Charging
- Tidy map treatment for the 3 sandy Underground City areas (includes a bug fix for a bush near the Hydra room door that you can get stuck in; it's harder to get stuck in than the other "sticky traps" so probably almost no one has run into it before)
- Implemented Miscellaneous\Flooded_Staircase to add cascading water to the entry stairway just inside the Underground City to match its exterior appearance

Technical Changes:
- Implemented map refresh hotkey to DEBUG_MODE (R + Start)



I forgot to set up compatibility between QuickSpell_Hotkeys and Dust_Flare; will have that ready for the next update. (It's just a visual issue of it showing the wrong icons when quick casting either spell.)



hmsong, I left some notes in Dust_Flare for you; search for '??? (the apostrophe before the three ?'s is intentional).

I've been trying to only mark the first conditional in a pair with "' compat", so like, if I have:
Code: [Select]
IF _Mud_Saber_-_Replaces_Stone_Saber ' compatI don't put "' compat" on the "IFNOT _Mud_Saber_-_Replaces_Stone_Saber" that immediately follows it. This makes searching the ZPS file for "' compat" markers slightly quicker as you don't have to search past pairs of them. This is not especially important, just clarifying why I removed some of the "' compat" markers from your code when inserting it.

Also, a small bug fix in
Code: [Select]
@OFF %Spell.Data.Lunar_Magic%Stat%
SSE.Stat.All.Down
was missing "RAW"
Code: [Select]
@OFF %Spell.Data.Lunar_Magic%Stat%
RAW SSE.Stat.All.Down

No progress on enemy Moogle status effect.

Turbo's implementation of kethinov's More Useful Evil Gate has the removed multi-target penalty.
« Last Edit: October 16, 2019, 03:38:30 pm by Queue »

hmsong

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Re: Secret of Mana, Turbo - Beta 191016
« Reply #712 on: October 16, 2019, 07:36:18 pm »
@Queue

Great!  Thanks for noticing my mistakes in the Spell Overhaul.  Also, thanks for the ??? notes.  Esp the [Misc] section (I didn't even know that's how it worked).  Kethinov is working with me for Dust Flare (well, I just sent him what I've done so far, and he's doing all sorts of difficult modifications that's beyond my ability).  Assuming he can spare some time.  I hope things work out...

Also, does [_Speed_Up_-_Detangle] and [Speed_Up_-_Faster_Recharge] apply to the Dust_Flare patch?  Since I didn't put any code into that, I assume they don't.  I don't even know how to make that work.  Any idea?

Have you thought about the Useful Magic Rope that I mentioned earlier?  Or maybe it's not really worth the effort?

Also, I wish Randi (the main melee attacker) can get more mileage out of Shadow Saber.  He can't absorb MP, so to him, it's just an element saber (and most enemies are either strong or normal against Shade magic).  So instead, I propose that you make Shadow Saber do MP damage (as well as HP damage), instead of absorbing MP (1/32 of HP damage sounds good).  That way, Randi can make use of the "extra" effect of Shadow Saber (and it will not make Faerie Walnut/Coconut obsolete).

And if you want to keep Shadow Saber's MP absorbing effect (it is undoubtedly awesome modification, not to mention you put lots of efforts into it), maybe you can do the whole "damages HP/MP" on Light Saber?  That way, it'll work on Evil/Undead enemies.  Besides, Balloon SE is kinda boring, esp with Balloon spell being available (by Primm, no less).  What do you think?
« Last Edit: October 16, 2019, 11:49:43 pm by hmsong »

teahouser

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Re: Secret of Mana, Turbo - Beta 191016
« Reply #713 on: October 17, 2019, 12:33:11 am »
I've noticed a bug that happens occasionally, I'm wondering if anyone else has encountered this. A few times during my playthrough, while attacking an enemy, they become invulnerable to attacks/magic, damage numbers no longer appear, and there is no way to kill the monster.

Now it might have done that only 2-3 times during my entire playthrough, but now after updating to your latest build (191016), while I'm farming armor/orbs in the mana fortress I'm coming across these unkillable monsters every few rooms. It seems any monster can be affected, and monsters who are properly taking damage can suddenly become invincible. An enemy that becomes invincible who spawns enemies like Tsunami, the newly created monster properly takes damage unlike the monster that created it. Also the invincible monsters seem to be unable to damage the players at all.

lexluthermiester

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Re: Secret of Mana, Turbo - Beta 191016
« Reply #714 on: October 17, 2019, 02:23:16 am »
I've noticed a bug that happens occasionally, I'm wondering if anyone else has encountered this. A few times during my playthrough, while attacking an enemy, they become invulnerable to attacks/magic, damage numbers no longer appear, and there is no way to kill the monster.

Now it might have done that only 2-3 times during my entire playthrough, but now after updating to your latest build (191016), while I'm farming armor/orbs in the mana fortress I'm coming across these unkillable monsters every few rooms. It seems any monster can be affected, and monsters who are properly taking damage can suddenly become invincible. An enemy that becomes invincible who spawns enemies like Tsunami, the newly created monster properly takes damage unlike the monster that created it. Also the invincible monsters seem to be unable to damage the players at all.
I'm seeing this as well. They were talking about this earlier, looks like a fix might be needed. Perhaps a feature incompatibility?

teahouser

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Re: Secret of Mana, Turbo - Beta 191016
« Reply #715 on: October 17, 2019, 02:49:05 am »
I'm seeing this as well. They were talking about this earlier, looks like a fix might be needed. Perhaps a feature incompatibility?

That's what I'm thinking, but it's difficult to see what's triggering it. It still happened to me once in a blue moon with previous builds, but seems like this most recent build bumped it up from "happens very rarely" to "why does this keep happening every 10 enemies"

*Also a question*:

I just farmed the Devil Helm, and for some reason the hero can't equip it, but the girl and sprite can? Normally only the hero can equip the Devil Helm (amulet helm), and only the sprite and girl can equip the Spirit's Crown (faerie crown). As it is now the hero can't equip the Devil Helm, but the girl and sprite can equip both the Spirit Crown and Devil Helm. Is this change intentional? If so, why?
« Last Edit: October 17, 2019, 03:15:12 am by teahouser »

hmsong

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Re: Secret of Mana, Turbo - Beta 191016
« Reply #716 on: October 17, 2019, 04:15:07 am »
I just farmed the Devil Helm, and for some reason the hero can't equip it, but the girl and sprite can? Normally only the hero can equip the Devil Helm (amulet helm), and only the sprite and girl can equip the Spirit's Crown (faerie crown). As it is now the hero can't equip the Devil Helm, but the girl and sprite can equip both the Spirit Crown and Devil Helm. Is this change intentional? If so, why?

No, even in vanilla, Devil Helm (Amulet Helm) can only be equipped by Girl and Sprite.  The helm you're thinking is Griffin Helm (only Boy can equip that).

Queue

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Re: Secret of Mana, Turbo - Beta 191016
« Reply #717 on: October 17, 2019, 04:26:27 am »
hmsong, regarding Speed Up Detangle, does not affect your relocated Speed Up, but Speed Up Faster Recharge does.

Faster Recharge is complicated, but just checks if the EvadeUp buff is on. Detangle is a change to the spell function, and is something you could copy. Up to you if you want me to handle setting up compatibility with it, or if you want to.

The magic rope is probably a fair bit of work; it's disabled in those places because there would be bugs in vanilla if it were just enabled for those places. I'll explain in more detail later.

I'll consider making adjustments to Shadow Saber, but it's somewhat low priority at the moment. I don't really see it as a necessity that it's as useful for the boy as it is for the other two, but I'm not totally against making it more interesting than just a boring damage bonus (I added status effects to Lightning and Light Sabers because they were too boring).

teahouser and lexluthermiester, hm, want to get unkillable enemies figured out as soon as possible, but I'm failing to reproduce the problem. Can one or both of you post your SoM Turbo.ini file? Maybe to pastebin.com, or here within spoiler tags? I'm wondering if there's some combination of features that's causing it that aren't something I generally test. SoM Turbo.ini's just a simple text file, you can open it with Notepad.

teahouser, the item changes you noticed are from hmsong's Items\Equipment_Tweaks. I refer you to hmsong for an explanation of the reason for the changes.

teahouser

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Re: Secret of Mana, Turbo - Beta 191016
« Reply #718 on: October 17, 2019, 04:36:53 am »
No, even in vanilla, Devil Helm (Amulet Helm) can only be equipped by Girl and Sprite.  The helm you're thinking is Griffin Helm (only Boy can equip that).

Thanks hmsong you're right, I mixed up what his unique helm was.

hmsong

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Re: Secret of Mana, Turbo - Beta 191016
« Reply #719 on: October 17, 2019, 04:43:59 am »
hmsong, regarding Speed Up Detangle, does not affect your relocated Speed Up, but Speed Up Faster Recharge does.

Faster Recharge is complicated, but just checks if the EvadeUp buff is on. Detangle is a change to the spell function, and is something you could copy. Up to you if you want me to handle setting up compatibility with it, or if you want to.

I know you're busy, but I'd appreciate it if you could handle the setting up compatibility with that.  Sorry, and thanks.

Crap, I thought I was reproducing the unkillable effect, but I was just low-leveled.  Nvm.
« Last Edit: October 17, 2019, 05:13:28 am by hmsong »