praetarius5018

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Everything posted by praetarius5018

  1. Road to 2.0

    To avoid any confusion what I'm going for with "cursed" items: regular items have one medium sized bonus (Dragon Helm: tech damage increase) or several small ones (Headgear: weapon cooldown -10, evade +15, resist knockback from regular attacks). Cursed items in comparison should have one huge bonus, a drawback and be unremovable. For an example the "learn Regeneraion spell" item gives you basically a healer, the drawback is that it eats up another spell slot so you are very likely to miss out on the "high tier" spells. Also I think a few of the L60 capstone should interact with cursed items in some way. Something simple like +x def for each cursed item equipped. I'm still on the fence whether I allow equipping cursed items past 60, meaning you'd have to choose them by then. Reason being that some of the drawbacks might not matter when you only have to face the final boss/dungeon so going for the big bonus then would be abusable. That would be problematic. For bosses it would not matter once you are past the starting phase since by then you have to recover MP in some way anyway. And for most bosses the start is the hardest part anyway (setup of buffs and debuffs) so noone would want that. What I could think of would be instead negative MP regen paired with an alternative MP recovery mechanic.
  2. Road to 2.0

    That is already the case. Strong attack is supposed to be hold A until the attack triggers, quick attack release before that. The problem is ironically the few situations where lag is absent; I needed frame advance to release A quick enough. I must know if it is a heavy attack during an early part of the attack animation where the damage is calculated and that was in a lag free environment almost immediatly. Direction button is just a band aid solution for that. Do Beastman Collar, Red Moon Horn, Magatama and Earth Bracelet not count? Also I'm a bit hesitant to give magic another big damage increase. It has already primary stat, secondary stat, all kinds of cast time modifiers, weakness, saber bonus, mind up, mind down, ... most of which are multiplicative. I wanna say spells are currently at a spot where they are relevant but not overwhelming - basically neither vanilla SD3 nor Secret of Mana. 1.5 times damage is a lot, and cutting MP in half is at least for Angela trivial. She can reach 40 MP, halved is 20, still enough to cast 3 explosions each at unbuffed 200~300 (300~450 with 1.5x) on a neutral target, not really a drawback.
  3. Road to 2.0

    Eh, worst case I can up the price of honey. I'm currently changing the heal items to scale a bit with level; I've candy at like 70~300 currently and seeds top out around 200 without any +heal power gear. Gain superarmor during heavy attack cooldown (immune to knockback, 25% dmg reduction vs regular attacks). Doesn't sound too useful, most mobs have relatively similar p.def to m.def. I'm not entirely set on what I want to do with the stuff. For one armor I was thinking: cursed, 1/2 maxMP, one map transition apply to party known buffs out of: power/def/speed/mind up, magic shield, counter magic, energy ball For the rest I have candidates like: cursed, learn Regeneration (one/all), qualifies for after battle heal; if all 10 slots are full overwrites first spell known cursed, -30% HP, 2x MP, +1 MP reg speed (+25% INT based regen value) cursed, during cast MP regen is NOT stopped cursed, bloodborne like HP recover mechanic, LAST damage taken 1/2 stored, degrades over time with MP tick check, normal attacks restore HP by half the damage done at moon saber step strong attack attack power increased by level x1.5 can use Lv1 techs without TP but for each missing TP it costs 3 MP MP reg tick gives +1 TP
  4. Road to 2.0

    Technically possible but that would be arbitrary, I want to keep the number of exceptions to a minimum. The mod is complex enough as it is. That is a facepalm. Me too, but the compression of that graphic is beyond me; same for text editing in SD3. I tried to reach out to some folks on rhdn that have messed with that but no replies so far. It is. With how frail the game engine is that is a thing I don't want to mess with, sorry.
  5. Hmsong's non-SoM patches

    I take offense at that one. None of them do, HP Up doesn't have one either. Are you ready for what actually happens? Yes? Good. Healing cancels the HP Up buff (flag) but only healing a second time forces a recalculation of your maxHP. There is a reason why they made it that way. The timer calculation is shared between TransShape and sleep status. If you want to remove the -Luck part change D0/D8D8 to EAEA D0/D8D3 holds the base duration.
  6. Hmsong's non-SoM patches

    These are as mentioned price indeces not the prices directly. Basically like index of an array. They should refer to the list at D1D3E3-D1D62B.
  7. Road to 2.0

    Tbh. I didn't do that because I can't figure out what to do with stardust herbs vs specter eyes - apart from that it would probably get my ok as a standard feature even.
  8. Road to 2.0

    If it is clear that noone would use it it is not worth adding obviously. And boss fights last long enough that even a low 5% should trigger at least during the first quarter of the fight.
  9. Road to 2.0

    So basically debuff on attack? I think that goes too far, it would remove like a 3rd of the "necessity" spells from the checklist.
  10. Road to 2.0

    Another damage pop up on a base attack is not a good idea, that is kinda an expensive operation. Especially when you consider that it could trigger twice as often for Hawk or Kevin, just imagine what would happen if both spiked a 40 MP pool at the same time into this gimmick. This works for Mispolm since it comes from a Lv2/3 tech after the game freeze where the game should have still some breathing room and it can't be spammed for like 10 damage pop ups in half a second.
  11. Road to 2.0

    If you mean with animation and all - I'd rather not even try as that would involve the event system which barely holds together.
  12. Road to 2.0

    We've already weapons that can add status effects on any base attack, other status effects cause bugs, hi there sleep..
  13. Road to 2.0

    Dunno why that needs a spoiler, that is literally the second last point of the list. I'm not sure what other spell would be equally important to learn. Suggestions? Items to be removed/replaced: -weapon with low scaling high base -one of the 2 remove weakness helms (the other gets both) -2 resistance armors (the 3rd gets 2 resistances instead) -all remove weakness accessoires (the +resist will handle both) -accessoire that gives low p.def and m.def at the same time -accessoire that gives low bonus to accuracy and evade
  14. Hmsong's non-SoM patches

    But literally ALL items. This should be the list all of the indeces go to so if you change the price for one "item" there you mess up prices of probably 2-10 more items.
  15. Hmsong's non-SoM patches

    dunno, those 3rd bytes are not bit masks to my understanding. maybe 7e is any promoted? price index: Item seed D1ABDF Mysterious seed D1ABF0 Fly Item seed D1AC01 Magic seed D1AC12 ??? seed D1AC23 W/A Seed D1AC34
  16. Road to 2.0

    eh, close enough This is only an idea currently but:
  17. Hmsong's non-SoM patches

    That info applied to all shops, as long as don't want to add more options than is already has you can replace all of them.
  18. Road to 2.0

    I design down from hard mode (as in I start there and whatever happens in the lower difficulties as a result of that happens) and tbh in hard mode I expect that the player has those skills as a minimum. On normal which is like half damage input you can drop all of those skills without problem. And I must say that hardmode endgame has become "too easy" for what it should be if that makes sense. I had a Lv90 Kevin with a mere 20 VIT. Without buffs he only took like 200 damage from most mobs that weren't sabered elemental swords. Not to ignore that he would get missed at least half the time anyway. That is as good as braindead facetank range. Not even any specific gear, just the medium armor from the start and 2 gauntlets. We're talking ~50 damage vs 950 HP if he had def up on self and power down + correct saber on the mobs. While he could still gain HP steal, passive HP regen, Sage's HP regen aura and big recovery on yellow damage hits. Player skill has lost any relevance at that point. I hacked randomly on my keyboard, added vowels and dropped some letters until I could pronounce it. There's no deeper meaning. But there is only ONE slaying of the Mana Goddess.
  19. Hmsong's non-SoM patches

    I can break your hopes here; item shops are the same list for all regular item shops except the one in the tutorial I think. Go into a shop and open the buy ring menu, look up the value at 7E2F00 (1 byte). Double that value and add CFE880. That is the 2byte pointer in the ROM to the shopping list. E.g. 7E2F00 holds 0x05 so look at CFE88A, 54 E9, so the shop data is at CFE954 Each item entry has 3 bytes. 1st item id 2nd required char code; weapons: 04 - Duran, 08 - Kevin, 10 - Hawk, 20 - Angela, 40 - Charlie, 80 - Lise armor: 05 - Duran, 09 - Kevin, 11 - Hawk, 21 - Angela, 41 - Charlie, 81 - Lise consumable: FE 3rd required class code: 7F - any, 1A - light only, 64 - dark only A shop terminates if the item id is 0. Shops with 0 or 13+ displayed items glitch the game out.
  20. Road to 2.0

    Somehow I get the feeling you focus too much on one mechanic and ignore everything else.
  21. Road to 2.0

    I've here endgame (mana holy land) atk values from 320 (shaman) to 512 (dark lord). 28 VIT, heavy armor - 322 def, could push it a bit more if I wanted regular 512 - 322 => 190 damage saberd (563 - 322)/2 => 120 damage, 37% less the shaman goes from 0 to (352-322)/2 = 15, tickle damage
  22. Road to 2.0

    Not it can't, though the 45% is optimistic; saber give +10% atk before def so it can easily be a 20-40% increase. With resist that is then 30-40% damage reduction. Ironically the better your def is the less the saber resist strategy helps in percentage. If your def was so godly that it eats 90% of the damage you'd gain 0% change: 100-90=10, add resisted saber: (110-90)/2=10 That is how it works. Hawk&Kevin no longer build their tech bar twice as fast but still are more likely to get the TP on strike because they'd have to miss twice to not get the TP.
  23. Hmsong's non-SoM patches

    Not sure which values you are looking for, can you elaborate?
  24. Road to 2.0

    45%... yeah, I should nerf this. Here's my problem: MP is a resource, TP is a resource. If you can convert one resource into the other with no requirements (item, capstone, ..) there's no point to having 2 resources in the first place. To an extend this change makes items the "spells" of melee; you can use MP to cast heal light or def up or fireball or whatever you know. you can use TP to perform a tech or use item X/Y/Z. TP on MP regen doesn't work; MP regen is stopped while casting so it would NOT help casters and only buff melee. I want to set the cost to 4 TP because I see items here as a counterpart to L1 techs and also because you have a clear indicator then when the tech bar turns from blue to green. Remember, capstones come late, if we discuss effects that could be seen as the core of a class/character they shouldn't come that late.
  25. Road to 2.0

    I've some plans to solve that via equipment. Lv2/3 techs gain extra damage based on INT so at least for Angela they have some synergy, and even without STR investment it should be worth it for caster to keep 4 TP and try to get a counter in to reduce enemy aggro rating. You misunderstood what I planned there; characters keep their 12 spell lists but get limited to holding a max of 10. Which 2 fall away will be decided by the player by meeting the stat requirements for the other 10 spells first. At level 60 the game checks which of the 6 stats is currently the highest (in case of draw choose the topmost one) and then gives a bonus based on that, the lists will be per character, not per class. E.g. for Charlie it could look like this: STR - Lv2/3 techs inflict "wood coat" effect unless fire saber is active AGL - enemies spawn with -20 evade VIT - 50 maxHP, 10 p.def&m.def INT - light&dark elemental spells deal more damage PIE - Tinkle Rain recovers 33% HP for target when clearing a status effect LUK - spells cost 25% MP (capped at 2) less MAYBE, but the thing is that it shouldn't be as universally applicable to perform that strategy. They are about as spread out as the regular buffs. Dark saber is only available on Swordmaster, Duelist, Deathhand, Necromancer and Starlancer - 5 classes, 4 characters. Saint saber via: Paladin, Swordmaster, Bishop and Starlancer - 4 classes, 3 characters. Elemental saber via: Swordmaster, Duelist, Rune Master, Grand Divina, Bishop and Sage - 6 classes, 3 characters. Not too much of a difference. Moon&leaf saber are for HP/MP regen which is useful without gearing specifically for it.