shiliwei

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Posts posted by shiliwei


  1. 1 hour ago, hmsong said:

    As far as I know, you can't fight Darth Matango (regardless of level) after you clear Mispolm, just like all God-Beast dungeons.  So enemies like Sea Dragon, Siren, etc will be gone for good from the game once you beat their particular dungoens.

    u still can fight them after beat their particular dungeons,they all disappear after Dark beast show on the map。anyway, i can't help for"trap"


  2.  

    32 minutes ago, hmsong said:

    Once you defeat him, Darth Matango is gone for good, hence Matango Oil is gone for good (well, except Magic Seed chance)

    I don't understand what do u mean?do u mean we can't encounter lv 28 Darth Matango  after we beated Mispolm?

    if you want the item like "Matango Oil"or something else,u can set the item code to another monster.


  3. On 2020/9/3 at 2:58 AM, hmsong said:

    Hey,

    Sorry to bother you once again (to both of you, praetarius5018 and shiliwei), but do you know how to make trap room into non-trap?  Using MapJester, I was able to make the locked door disappear (and the whole "open door after the battle" affect), but the message that says, "Trapped" in the beginning of the battle is something I was unable to make disappear.  From what I can tell, if you enter a room that begins with "Trapped" message, the enemies don't drop treasure chest (well, they do, but extremely rarely).  My goal is to make certain trap rooms in the Valley of Flames into non-trap rooms, so that enemies will drop items after the battle.

    sorry,I don't know 


  4. 1 hour ago, hmsong said:

    Hey, it's been a while.

    Are there any enemies that drop Demon's Claw or Wolf Devil's Oil?  I thought Lesser/Great Demon would drop Demon's Claw, but they don't seem to drop it, and Wolf Devil doesn't seem to drop Wolf Devil's Oil either.  Lesser Demon already drops 3 different items (Shade Statue, ??? Seed, Weapon/Armor Seed), so he can't be it.  Great Demon and Wolf Devil (and Death Machine, Gold Unicorn, and Nightblade) seem to only drop Weapon/Armor Seeds.  I even used save states to test all these.  Or is this another error from the vanilla game?

    If they're error, then I'd like to fix that.  Could you tell me the addresses for the drops for Great Demon and Wolf Devil?

    from 11C3F7 to 11CA6F are monster item drop code.u can search easy.

    from Myconid to Black Rabbit.


  5. 1 hour ago, hmsong said:

    I figured out some more:

    EE: Price Pointer

    FF~HH: Character/Classes that can equip the armors

    based on the monster stats (I cannot test these, since they don't work due to reasons):

      LL: Auto-reflect element
      MM: Absorb element
      NN: Immune element
      OO: Resist element
      PP: Weakness element

    RR~SS: DEF stat (DEF = [VIT x RR] + SS

    TT~VV: M.DEF (not sure how this works)

     

    thank you,BTW do u play Ys II: Ancient Ys Vanished


  6. $D104A4 Rabite
    00:    1A         sprite index
    01:    21         palette index
    02:    99 57 D2 action script offset
    05:    A0         d5-7: index in base HP pack (see monster base HPs)
                NOTE: always 0xA0 except for bosses Koren and Heath
    06: 00         (always 0 for regular monsters except for King Rabite, 0x55 for some bosses)
    07:    5A         affects XP
                d7: multiply addend by 20 (see #$89 below)
    08:    D1 
    09: E4         (very often 0xE4 for regular monsters, 0x32 and 0x78 are common for bosses)
    0A:    89         d0-d6: XP addend
                d7: subtract
    0B:    B0         d0-6: attack power (d4-7 almost always 0xA for regular monsters, thus attack power almost always between 32 and 47)
                d7: 
    0C: E2         (d7 almost always set)
    0D:    D5         d0-6: defense power?
                d7: 
    0E:    E3 E3     (these two values are almost always equal, except for a few monsters & bosses)
    10: FD         (d4-7 always 0xF for regular monsters, various for bosses)
    11: 00         (almost always 0 except for a few monsters & bosses)
    12: 00 00 00 00 
    16: 40         (only single bits are ever set)
    17: 00         (only single bits are ever set)
    18: 00         attack sparks (only d6 is ever set, only by Jagan)
                d0: pink element
                d1: purple element
                d2: blue element
                d3: fire element
                d4: dark element
                d5: lightning element
                d6: drain HP
                d7: drain HP
    19: 21         (almost always 0x21, some bosses 0x64)
    1A:    00 00    status effect
                d0:  snowman
                d1:  
                d2:  chibikko
                d3:  poison
                d4:  moogled
                d5:  petrified
                d6:  sleep
                d7:  wounded
                d8:  
                d9:  
                d10: 
                d11: 
                d12: 
                d13: silence
                d14: 
                d15: 
    1C:    00 00     (always 0 for all monsters)
    1E: 00         (only d6,7 are ever used)
                d6,7: 
    1F: 00         d1: (used only by Ruster Bug and Needle Bird)
                d2: (used only by Great Demon and Dark Battum)
                d4,5: (these are both set for almost all bosses)
    20: 00         (only d5 is ever used)
                d5: 
    21: 10 
    22: 03 03     (always 3 for all monsters)

     

    someone did it not me.i just posted 


  7. 1 hour ago, hmsong said:

    Yours reverses the "Menu" section (Deathhand is DD, and Dervish is DL).  I mean, there's no particular problem, because Death Wolf Soul still transforms Kevin into Death Hand and all.  It's just that for other characters, their DL item ID is before their DD item ID, and Kevin was no different.  So I just want to know why you decided to switch their menu.

    their spell data reverses


  8. 2 hours ago, smileless said:

    Thing with Dolan is you just gotta take it slow with him.

      Hide contents

    Just set all your characters techs to no tech usage. That way you have better control over tech usage for the fight, than have your AI spam them without control. It drags the battle but it's a safe strategy.

    Since 2-3 playthroughs since I used that strat Dolan hasn't killed me once as opposed to before where I was just controling one characters level 2/3 tech, in that scenario he killed me at least once since I had no tech ready to cancel out his energy ball at some point.

    But for a first time player sure it may difficult to figure that out, but it's a mod, at least this mod makes these 8 bossed worth calling them God Beasts, in the original when hit with a weakness and level 1 techs the God Beasts were getting wrecked in a minute. All this hype the game gave around them over nothing, they are pathetic in the original. 

     

    ok,i got it, i need to cancel moon beast energy ball,thank you


  9. 8 minutes ago, praetarius5018 said:

    One is the (INT based) m.def for INT based spells, the other is the hidden (PIEbased) m.def for PIE based spells.

    thank you!!

    and i know why i can't use tech now.

    u can't use tech if all TP got form enemy missed. that is why i can't use tech every time against boss. cuz i use spell all the time in beginning.


  10. 10DACF:E7 03          10DAD4:E7 03    attack limit

    10DBD9:3C             10DBDD:3C    evade limit (bug) u know that

    10DBFB:2C 01          10DC00:2C 01 defense limit 

    10DC1D:2C 01          10DC22:2C 01   magic def (elements)

    10DC43:2C 01          10DC48:2C 01 magic def (lihgt and dark?)not sure

    d2d770-d2d8e0   characters tech learn (very simple figure out)    01=one 03=all     and tech code

    that is all i know and experience  address 

     


  11. 3 hours ago, hmsong said:

    Based on what I can tell (other than what you already noticed):

    AA: Icon ID

    CC: Color ID

    MM: Element absorb (or immunity?  or weakness?)

    NN: Element immunity (or absorb?  or weakness?)

    OO: Element resistance

    The rest, I couldn't tell.  In any case, you should know that the element resistence/stat effect immunity doesn't work.  At least, that's what I'm being told.

    thank you


  12. 52 minutes ago, Mr. Cantaloupe said:

    1. A "counter" happens when you land a normal attack (or level 1 tech) against an enemy that's just about to hit you.  This is pretty difficult to do intentionally, in my experience.

    2. By holding down the Y button when selecting a spell you can cast spells on the "wrong" targets.  You can cast heal light on the Carmillas, for example.

    thank you