Poison Needles Chest
Just trying out different levels and making quicksaves before opening a chest. Reloading them and opening the chest again gives me different results (sometimes).
Status Ailments & Transformations
Doom Trap Chest
If I am able to get all traps, I'll put them on a single sheet.
Various Objects
Cleaned this sheet up, its cut contents are now on "Status Ailments & Transformations" and "Magic Rope". I also fixed the treasure chest, as the move animation has only two frames. The frame with two feet is only used before and after moving. It's also funny to see that the weapon glitches are effecting the barrel animation, probably every overlay for Primm & Popoi is concerned.
Nice! I always love weird items and miscellaneous sheets. Good work, as usual!
Death Effects
Another cleanup, now with palettes, deleted double frames and two separated animations.
Dark Stalker & Fiend Head, WIP:
A lot of enemies in this game, huh?
Yes, but only a few of them have a large amount of frames, like the ninjas or the knights.
Have some extra coof (WIP):
This thing needs to wear a mask.
https://www.almarsguides.com/retro/walkt...GameGenie/
Monsters Always Leave a Chest: 6D0B-840D
https://steamcommunity.com/app/637670/di...023910905/
Quote:At D03A50 is the chest table. There is one entry for each of the 84 enemy types. Each entry consists of five bytes. The first byte indicates the chance that a chest appears, in 64ths. The second byte has two nibbles. The lowest nibble is the necessary level of the Analyze spell that will disarm the trap. The highest nibble tells if you can escape the trap. The player's agility must be more than eight times that value, otherwise the trap will be triggered half the time. Bit 3 through 5 of the third byte indicates the rare item rate, in 64ths. If the top two bits equal 0, then the chest contains money. If they equal 1, then the chest contains an item. If they equal 2, the common item is money and the rare item is an item. If they equal 3, the common item is an item and the rare item is money. The fourth byte indicates the common item or money amount, and the fifth byte indicates the rare item or money amount.
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Some enemies, like the fishes, do not drop treasures at all For all others applies a loot table:
- There is always a common and a rare treasure, consisting of two of the following: Item, GP, equipment, weapon orb (the orb becomes a candy if no more orbs of that type can be obtained)
- There are 0-3 traps within the table, notice that mimic box and shadow zero are considered as traps
If a treasure is on screen:
1. Checks if the enemy has a trap within its loot table, otherwise proceed to 4.
2. Checks for the Lv of the char who opens it. If it is at least 3 levels higher than the enemy's, no treasure will appear - the higher your Lv, the less it will be a trap
3. If there are different traps on the table, one is chosen randomly
4. If there are no traps or you are lucky enough, the item is rolled (probabilities always: common 88%, rare 12%)
It seems to be a real science getting the last two traps (Shadow Zero & Stone Trap).
Mimic Box
Shadow Zero Chest
Punch Glove Chest
Shadow Zero showed up in the room with Kimono Wizard & Metal Crawlers before you enter the Sunken City. Chest was opened with Popoi at level 52 with 45 Agility.
By the way, as soon as you start grabbing the chest, its contents are final, so you have to quicksave before touching it. Reason for this is the wheel of (mis-)fortune like in Trials of Mana where money, item, rare item and trap are rolled, but here it's invisible.
Only the Stone Trap remains.
Huh, I didn't know they were random. Neat!