![]() Mob type is based on the frame counter, which is independent of the RNG and never more than 3 frames away. That is pretty close to the time to cast the spell a second time (and the second cast might not finish the battle anyway). This can leave me spinning the RNG 128 times out of battle, ~600frames, 10 seconds. Overlap between the two should give a battle I'm looking for (8 undead mobs, 1 spell kill) twice every 256 RNG. The RNG cycles with spells, movement, and pressing the B button. It cycles the RNG, does 255 damage if the upper byte of 100*RNG is less than 75, then cycles the RNG again for each mob. RNG effects spells and the number of mobs (which should be 8 to maximize xp/minimize total battles needed). It advances to the lower byte of 17*RNG + 23. But spinning the RNG takes a while, so the out of battle looks slower even though its an overall time savings. I have a better understanding of the RNG, so all the grind battles can be faster. I'm going to add a lit dungeon, so that will be a little more entertaining.įinal battle will be a missile barrage instead of poisoning everything, which will hopefully be less anti-climatic. I need to add ship glitch and status glitch (no more time lord). The RTA has made some progress with this game, 32:31. Scroll back and forth and it occasionally will give you the ship on top. Worth trying.ĮDIT 2: The game decides which to put on top, the ship or the fake-pirate, when that square is scrolled on screen. whether casting a spell/hitting Status would influence monster AI in Exodus Castle. ![]() Sounds to me like the fixed pirates in Ambrosia were themselves coded to use an in-game glitchy treatment of two things on the same square, and we're just breaking that glitch to act differently.ĮDIT: therefore, I wonder if hitting the Status menu would also trigger it. And they have a ship pre-spawned beneath them, that you just can't get on board unless the monster above it is gone.īUT, if you have the map regenerated somehow, apparently by casting a spell, it flips the order of the items on that square, and the ship ends up on top. I suspect they're not 'real' pirate enemies, but specially coded ones. I have a theory on this: The ships in Ambrosia will not auto-attack you. ![]() I was able to reproduce this by casting a spell in the same spot he did. ![]() Nanogyth wrote: presjpolk is working on an RTA of this and he ran into a glitch.Īt one point the ship he needs to fight is already defeated. ![]()
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