is there a way to speed up decisions made by the enemies, even with this mod the normal enemies are still too easy, because the enemies seem to wander aimlessly and only decide to attack or use a skill every 3 to 5 seconds and die usually b4 they make them. and the ninja tree of enemies casting animation takes 2 seconds b4 the technique goes off, it should be sped up to hawkeye's casting speed so it gives the player less time to react
Is there like a tutorial for this? Because I have absolutely no idea how this works. When I make my own 'config' file it doesn't work; nothing changes. I want to make regular enemies drop more exp. Is there a maximum number I can change it to? Also, do I have to generate a new 'pak' file each time I edit the config file? Do I have to generate one at all? Where do these files go in the game's root folder? What is the 'seed' thing for? What is a CLI?
EDIT: Figured it out. - For those of us who are complete newbies to this, open up the application (TypesOfManiaConfiguratorUI.exe), make all of your changes.
- On the 'Basics' page (top left), make sure under 'Install To" it's going to the root folder (example: C:\Program Files (x86)\Steam\steamapps\common\Trials of Mana).
- Click 'Generate Pak,' and that should be it.
Once you turn on the game, the changes should take place. I got confused since my games are saved on a different drive. Idk if this is the "correct" way, but this worked for me. Also the description says to put the 'UnrealPak.exe' (link to get that file is on the description page of this mod) file next to the 'types-of-mania-win.exe' file. I'm not sure if that's necessary, but I did it anyway.
Also keep in mind if you change the exp slot to something ridiculous to level up to 99 quickly, turn the exp slot back to 1 once you get to 99. I didn't and after a while it reset my players' levels to 1 and now my levels won't stop jumping between 99 and 1 after every battle.
Is there a way to add a custom override in a yml file based on item type dropped by an enemy? like if I wanted to change the drop rate of ITEM_ID_ITEMSEED_R for all enemies? Drop1, drop2 or drop3 don't seem to care for the type of item, right?
First of all thank you for the great mod But One big question is I failed launch the TOM3. When I custom the mod with the "TypesOfManiaConfiguratorUI" and put the pak in the ~mod, the TOM3 crashed when I launch it, said "LowLevelFatalError [File:Unknown][Line:4232] Trailing magic number(0d) in .....TypesofMania_P.pak is different than the expected one. Verify your installation". And use your default pak is OK. The problem is on my custom pak. Could you give any suggestions? Thanks.
In Specific Stats of Types of Mania Configurator v0.5.3, when I input the names of "Anise", "BlackRabi", and "DarkRich" in Specific Name or FIlter, I was able to confirm that each could change the status individually. ..
However, I changed "HugeDragon" and "ArchDemon" in the same way, but the change in status was not reflected.
I wanted to change it, so I entered "HugeDragon LV65" and tried it, but there was no change.
These names are "gamefiles / boss / json / charadata / BossStatusTable.json"
With "Hugedragon" and "ArchDemon", you can change the HP and attack status properly. The cause was because I was confirming by the change of the numerical value of the defense power. I guessed that the defensive power was processed separately by the parts, and tried to edit the value in "parts Stats", but the defensive power was not reflected.
No problem. I've not validated every individual bit so I can't give specific guidance, but it sounds like you've found something that will work for now!
I thank you again. You can enjoy a very exciting game because you can strengthen the HP of the enemy and increase the attack power by 1000 times.
I'm sorry, is it okay to ask questions in the "readme"? "definite: lv [0-9] [^ 0-9]: hp: 0.8
I wanted to try this, so in "TypesOfManiaConfiguratorUI.exe", "Specific Stats tag, in Specific Name or Filter" Lv [0-9] [^ 0-9]: renamed, press Generate.Pak to make changes If you check the completed "TypesOfMania_config.yml", it will be treated as a comment ’lv [0-9] [^ 0-9]:’ and the status change will not be reflected. If you have time, can you teach me how to use it correctly?
Thank you and sorry There is a yml file in the uploader of the following URL. http://whitecats.dip.jp/up/download/1589807159/attach/1589807159.yml
Password is 1111
This file is the TypeofMania_config.yml file created in ~ mod by pressing "Generate.Pak of" TypesOfManiaConfiguratorUI.exe ". The PAK file is also included in ~ mod, but do you know why the enemy status of the specified level cannot be changed in this state?
I'm sorry, I don't know that site and don't really trust it. All I can say - when you post, you say you put things like "Lv [0-9] [^ 0-9]" - you _really_ need to make sure you follow the readme exactly. It should be "Lv[0-9][^0-9]" (no spaces). It is a regular expression if you're familiar. If not, just know that the syntax is very specific.
I'm sorry for the inconvenience. I added a comment to the actual image The following links are Japanese image uploaders, so you can check them by just clicking. Please check if you like ...
Okay, so if you have it set up correctly, then whatever monster you're checking likely falls under my note of "Please note that not all enemies have Lv in their internal name, so this method captures a lot of creatures, but isn't fool-proof."
You might need to find specific creatures and add rules for them as well.
I was worried if I was using "Types of Mania Configurator" incorrectly.
"" Http://up-img.net/img.php?mode=jpg&id=5669 "" The colors of the texts ?3? and ?4? are different in the image above.
When I create a PAK file with "Generate.pak", "'" is added to both ends of "Lv [0-9] [^ 0-9]" and the color of the text changes to magenta. In this case, does the status not reflect if I change it?
Thanks for the new UI and the simplified stat dump. It's immensely helpful. One question I had was about editing the boss FullMetalHugger. Since the version at the beginning and the version fought in the later dungeon they both have the same name, any specific updates I make affect both, but I'd prefer to just update the first one. I tried the ID instead of the name and it didn't seem to work. Any suggestions?
Glad to hear it! There currently isn't a way to do it by id, but I'll make it so you can specify either an id or a name. I'll try to get a new version up in the next few days - I hope nexus will let you know when I do the next release!
Do you have any pointers on how to tell the differences between some of the enemies? For example, is there an easy way to identify parts that correspond to various bosses? If not that's okay I can probably work it out.
edit - just as fyi, it seems that benevodons (excluding the dark one) are actually not modified by boss multipliers, but are part of the shinju stat tables; likely because of the way they scale in level. So they will inherit base stat multipliers, but they are directly affected by shinju multipliers and not boss multipliers.
Interesting! If a shinju modifier is added, are there any other creatures that would get adversely affected, or maybe if you have the specific ids I can add a note that the next release should specify them in config.yml specifically?
Still reviewing and experimenting; I'll let you know if I have any major finds. But so far I haven't found those stats being used elsewhere, so it might be safe to say they are specifically for benevodons (including their parts.)
44 comments
Thank you.
EDIT: Figured it out.
- For those of us who are complete newbies to this, open up the application (TypesOfManiaConfiguratorUI.exe), make all of your changes.
- On the 'Basics' page (top left), make sure under 'Install To" it's going to the root folder (example: C:\Program Files (x86)\Steam\steamapps\common\Trials of Mana).
- Click 'Generate Pak,' and that should be it.
Once you turn on the game, the changes should take place. I got confused since my games are saved on a different drive. Idk if this is the "correct" way, but this worked for me. Also the description says to put the 'UnrealPak.exe' (link to get that file is on the description page of this mod) file next to the 'types-of-mania-win.exe' file. I'm not sure if that's necessary, but I did it anyway.
Is there a way to add a custom override in a yml file based on item type dropped by an enemy? like if I wanted to change the drop rate of ITEM_ID_ITEMSEED_R for all enemies? Drop1, drop2 or drop3 don't seem to care for the type of item, right?
But One big question is I failed launch the TOM3.
When I custom the mod with the "TypesOfManiaConfiguratorUI" and put the pak in the ~mod, the TOM3 crashed when I launch it, said "LowLevelFatalError [File:Unknown][Line:4232] Trailing magic number(0d) in .....TypesofMania_P.pak is different than the expected one. Verify your installation".
And use your default pak is OK. The problem is on my custom pak.
Could you give any suggestions? Thanks.
Thank you for the good mod.
It's fun to make my very hard settings.
One question.
Is it possible to directly edit this table and drop the item on the boss?
/gamefiles/enemy/boss/json/charadata/Boss/BossStatusTable.json
For example, change ITEM_ID_NONE to ITEM_ID_DROP and drop DROP.
I'm looking forward to it.
With "Hugedragon" and "ArchDemon", you can change the HP and attack status properly.
The cause was because I was confirming by the change of the numerical value of the defense power.
I guessed that the defensive power was processed separately by the parts, and tried to edit the value in "parts Stats", but the defensive power was not reflected.
I will increase HP and substitute.
I'm sorry for the trouble.
You can enjoy a very exciting game because you can strengthen the HP of the enemy and increase the attack power by 1000 times.
I'm sorry, is it okay to ask questions in the "readme"?
"definite:
lv [0-9] [^ 0-9]:
hp: 0.8
I wanted to try this, so in "TypesOfManiaConfiguratorUI.exe", "Specific Stats tag, in Specific Name or Filter"
Lv [0-9] [^ 0-9]: renamed, press Generate.Pak to make changes
If you check the completed "TypesOfMania_config.yml", it will be treated as a comment ’lv [0-9] [^ 0-9]:’ and the status change will not be reflected.
If you have time, can you teach me how to use it correctly?
i'm sorry...
There is a yml file in the uploader of the following URL.
http://whitecats.dip.jp/up/download/1589807159/attach/1589807159.yml
Password is 1111
This file is the TypeofMania_config.yml file created in ~ mod by pressing "Generate.Pak of" TypesOfManiaConfiguratorUI.exe ".
The PAK file is also included in ~ mod, but do you know why the enemy status of the specified level cannot be changed in this state?
Excuse me, but can you tell me?
I added a comment to the actual image
The following links are Japanese image uploaders, so you can check them by just clicking.
Please check if you like ...
http://up-img.net/img.php?mode=jpg&id=5669
You might need to find specific creatures and add rules for them as well.
I was worried if I was using "Types of Mania Configurator" incorrectly.
"" Http://up-img.net/img.php?mode=jpg&id=5669 ""
The colors of the texts ?3? and ?4? are different in the image above.
When I create a PAK file with "Generate.pak", "'" is added to both ends of "Lv [0-9] [^ 0-9]" and the color of the text changes to magenta.
In this case, does the status not reflect if I change it?
Then all my questions will be solved ...
Do you have any pointers on how to tell the differences between some of the enemies? For example, is there an easy way to identify parts that correspond to various bosses? If not that's okay I can probably work it out.
edit - just as fyi, it seems that benevodons (excluding the dark one) are actually not modified by boss multipliers, but are part of the shinju stat tables; likely because of the way they scale in level. So they will inherit base stat multipliers, but they are directly affected by shinju multipliers and not boss multipliers.