![]() This special method makes mass magic levelling harder as you reach higher levels. With some special procedures, we also get experience into the magic of the same group, every time we have used our magic, 2,4,8,16,32 o 64 times in that level growth. First of all, I grouped all alchemy spells into 5 different groups. This prevent the dogcasting exploit and add a little extra strategy and pacing for the alchemy use.Ĥ- Shared magic experience. Same goes with swords and spears.ģ- Now alchemy will need at least boy's 100% weapon charge (if lower, spells are greyed on the ring), and will lower charge to 0%. ![]() Now as you level your axe, once each 4 kills (you need one kill/final blow to get experience into your equipped weapon), will level all the other axes on the game, even if you don't own them at that point in the game. Many thanks to assasin17 for that work done there.ġ- Modified weapon charge multiplyer to base damage, as how defense works in this game (it substracs directly to damage output), Specially 元 attack was too powerful, so I made some changes:Ģ- Shared exp for weapons. Complete list of changes from original version, grouped by type:ġ- Fixed a sound issue that made most SNES emulators would play the sound with delays.Ģ- Fixed the stat magic wear-off code to prevent some exploits, like the increasing accumulative stats from spells upon death (dog can be resurrected and boy can use pixie dust), and prevent the massive damage exploit that can be obtained getting more attack with atlas than the current boy's attack, and saving while spell effect is on.ģ- Fixed a bug on Miracle Cure that didn't heal confound reverse movement effects.Ĥ- Added three 3rd party fixes, one to prevent unlimited bazooka ammo, other to prevent the Silver Sheat to have effect even if you don't have it, and finally one to give bazooka base level 1 and proper equip and ammo information.
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