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Ideas for my hack?

Posted: 22nd August 2004 06:41

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Focused Strike is a 'Town' type. Oh, and I was toing around with idea w hile back.. Reset would *NOT* be the ultimate attack! How about this one.... (and I know its possible, too!!)

Torment: Not only Resets, but erases every save file! Not glitches, not copys, ERASES! Guarenteed to cause somebody to punch in their screen.
Also, more ammo...
Hand-on-a-stick: 'Mug', in a bullet!
Acid Tip: Inflicts heavy damage, sometimes Doom
Taser Dart: Has a high chance of casting 'Thunder' on impact.
Tear Gas: 'Blind" status on enemy party
~And here's a special one, if you can make it..~
Warspeck: Summons a Warspeck to aid you in battle! (And its not lost after firing, either!)

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Posted: 22nd August 2004 15:05

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Quote
Warspeck: Summons a Warspeck to aid you in battle! (And its not lost after firing, either!)


Haha, trusty Warspecks...I don't know if I could summon him, but it would be extremely cheap if I could and they didn't deplete your ammo. happy.gif I'll use some of those ideas if I decide to make the rifle. We'll see about that. Btw, reset attack isn't the *ultimate* attack, I agree (even though I was the one who said it). It is formidible, but it doesn't compare to "shut down". I'm going to find a way to shut down the computer by using ONLY glitchy animation code. It can be done...

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Posted: 22nd August 2004 16:57

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I made one which caused my emulator to crash and quit. That was as destructive as i've made.
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Posted: 22nd August 2004 17:29

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Yea that's what my "crash attack" was. I forgot what move it replaced. Hopefully I can develop the shut down attack.

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Posted: 22nd August 2004 18:52

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Some more Ammo ideas:

Serrated Bullet: Gives target HP Leak Status. Their life will keep draining the entire battle.
Magicite Shard: Brings target's MP to 0 and uses Demi on the enemy.
Final Shot: Sort of a joke. You could add to Kefka's script that when this is used against him, he dies. It would make the fight way too easy.
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Posted: 22nd August 2004 22:53

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PLENTY of ammo ideas...there's just the issue of making them all. happy.gif I have a pretty good idea of how to do it though.

Quote
Final Shot: Sort of a joke. You could add to Kefka's script that when this is used against him, he dies. It would make the fight way too easy.


Wouldn't make it easy if he has a built-in counterattack against that item that triggers the shut down attack. shifty.gif

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Posted: 22nd August 2004 23:19

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How 'bout these...
Traitor Shot: 'Muddle', one enemy

Grenade Round: BIIIG explosion graphic, damages all enemies.

Gatling Round: Not sure if this is possible, but adds a launcher effect to an ALREADY launchered bullet. Teh ouchies will ensue.

Crystal Chronicals Disc: The enemy either dies, or plays the game- a fate worse than death. =;p=

NeedleRound (Sound familiar? =happy.gif= ) : Blowfish, one enemy.

Medoken: Shoots a sword towards the target!

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Posted: 22nd August 2004 23:48

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Some good ideas coming in. I began working on the rifle just a little while ago...the actual weapon is made, but I didn't make the graphic yet. Once it's finished, I'll get to work on the ammo.

Edit
Man, I am getting good with this sprite editor. I love you, Tile Layer Pro. Anyways, here is the flash tool, made into a rifle:

user posted image

Now, you may notice it being a little off where it should be, but that will ALL be fixed after a little animation coding. Any feedback is appreciated!


This post has been edited by Caesar on 23rd August 2004 01:03

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Posted: 23rd August 2004 01:35

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Not bad, except the stock needs to be a bit darker. Maybe a nice wood-brown color. =happy.gif=

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Posted: 23rd August 2004 01:45

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I took the rifle sprite directly from FFT. I could try to find a darker color, though.

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Posted: 23rd August 2004 02:52

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Was that the sprite I gave you? I remembered it being less silver. Like WGG said a brownish color would be nice. Preferably a copperish color. If I run into one such color, I'll post the palette number up.
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Posted: 23rd August 2004 03:33

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There are plenty of palettes with a brown/copper color in it...I'm just to lazy to search for one right now. I'll do it sometime, though; you don't have to find one for me.

Edit
user posted image

Is this any better? The handle isn't brown, but it IS darker than the barrel.


This post has been edited by Caesar on 23rd August 2004 03:46

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Posted: 23rd August 2004 04:21

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Nice.. reminds me of a rifle I own, actually. Kickin' job.

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Posted: 23rd August 2004 04:43

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Thanks, WGG. I'll make a good amount of the bullets tomorrow. I'm thinking of making the cannonball out of one of the biggest orb from Demi, if I can. That would mean changing Quartr's graphics, but that shouldn't be too hard. Before I list my ideas for the bullets, please note that due to some difficulties, there will probably only be 7 or 8 bullets (the 5 skean/edges, two of the ninja stars, possibly doom darts). That being said, here are DEFINITE ammo prospects:

Bullet: Normal bullet...same power as shuriken.
ShotgunCart: Stronger, more expensive ammo.
MechGunRound: Weak spray of bullets. Multi-targetting. Think AutoCrossbow, but with 6 bullets instead of 3 arrows.
CannonBall: Massive damage to single (or multiple) target(s). Not sure yet how many this will target...I'm thinking of making this insanely strong, but target one enemy and be expensive. This may be replaced with Grenade, which would most definitely have a custom animation.
TranquilDart: Puts single target to sleep.
???: Kills target or drains large amount of HP. Need name.....

Those are definites. Also, to make this more realistic, I will add a recoil to each bullet, respective to their power level. For example, Bullet will have a slight recoil...the shooter will move back slightly and then forward. CannonBall on the other hand will completely knock the shooter over, and MechGunRounds will basically shake the shooter while he fires away.

Edit
After reading previous posts, I found a lot of good ammo ideas. I don't think more will be necessary unless you have a brilliant idea. Also, keep the dance ideas coming; I still have slots to fill. happy.gif Goonies, I haven't made Crystal meteor yet, but I know EXACTLY what I'm going to do for it. Don't worry, it'll be good enough. I think I'll surprise you, though, since the custom animation will be quite lengthy.


Refer to page 14 for the list of Dance attacks

This post has been edited by Caesar on 23rd August 2004 04:49

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Posted: 23rd August 2004 05:04

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That Drain bullet.. I got an idea...

Soulcannon. Graphic:LARGE beam shoots out from the gun (possibly giving the 'blink' status effect to the user for the duration of the attack?) and then pulls back, carrying a flickering image of the target to the user. Recoil Type: I'm thinking eiter none whatsoever (As this is not a material attack), or the user is blown clear off the screen.

This post has been edited by Wind God Gau on 23rd August 2004 05:07

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Posted: 23rd August 2004 05:11

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Haha sounds good, WGG. I'll add that to the list. Just a quick change to the CannonBall...I think I'm going to have it take the target with it off the screen into orbit. So...CannonBall compeltely eliminates the enemy from existance (I'll add some battle text in here, I'm sure...if not, then some nice animation). Recoil=caster is no longer there.

Edit
I finished the Machine Gun just now. I modified AutoCrossbow's animation so that instead of just two arrows per target, there are 8 per target. Of course, The arrows are bullets now and the crossbow is a rifle, but the animation is still the same. Bullets are being shot for 3 seconds straight (for three targets). Here is a screenshot:
user posted image


This post has been edited by Caesar on 23rd August 2004 19:33

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Posted: 23rd August 2004 22:55

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One problem for the Cannonball, Quarter shares the same animation as Demi. So both of them would be messed up. But now that I think of it, you could just get rid of Demi and Quarter and replace them with better spells, because no one ever used either of those spells in the first place.

Another thing, I'm almost done with the custom animation for dance. Get online later tonight/today, and i'll show you a movie of it, and see if you like it or not.
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Posted: 23rd August 2004 23:09

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Replacements for Demi and Quarter!

Hellgate: Basically Snare with a red graphic- ALL enemies- if they survive the Snare effect, they get hit with a Fire2.

Insanity: Kefka's laugh is heard, then the target is hit with ALL status effects except Haste and Regen.




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Posted: 23rd August 2004 23:24

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Quote
One problem for the Cannonball, Quarter shares the same animation as Demi


This is very true, hoever Demi doesn't exist anymore. I made both of them into water spells and made Quartr into a Lore. I could take Wing God Gau's Hellgate for Quartr since that may actually be used. happy.gif I finished the machine gun, as I stated before, and am now working on some dances. I finished Crystal Meteor, Moon Shine, and Cursed Aura (which was finished already...I just relocated it). I've got to say...I am very pelased with how they turned out, especially Moon Shine. Again, no screenshots just to surprise you when you play the finished product. Right now, I am looking at flare's animation to see what I can do with getting rid of that red background (for Implosion and Shadow Flare). However, this code is MASSIVE so it's taking longer than expected. I'll most likely move onto the CannonBall next.

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Posted: 23rd August 2004 23:31

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Having fun with mode 7, ya?

Definately keep us updated with discoveries you make on mode 7. I could use the info to nail a bug later on which includes Purifier. And if you think Flare is massive, think about Purifier for a minute.



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Posted: 23rd August 2004 23:49

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Mode 7? Is that what I've been studying? Hmmm...that's good to know. Btw, Djibriel, Flare isn't nearly big compared to some I've seen. They would make Purifier look like 5 bits. Here's an example:

00 A0 C4 80 D0 20 83 FF 83 FF 83 FF 83 FF 00 BD A0 89 20 83 0B 00 8A FF F8 33 70 1E 70 F9 01 00 00 C8 04 89 17 83 60 86 60 1F 8A C8 00 F9 00 00 00 C0 C8 04 89 07 83 62 86 62 1F 8A C8 00 C0 F8 5A 70 45 70 F9 01 00 00 C8 03 89 17 83 80 86 80 1F 8A C8 00 F9 00 00 00 C0 C8 03 89 07 83 82 86 82 1F 8A C8 00 C0 F8 81 70 6C 70 F9 01 00 00 C8 04 89 17 83 60 86 60 0F 8A C8 00 F9 00 00 00 C0 C8 04 89 07 83 62 86 62 0F 8A C8 00 C0 F8 A8 70 93 70 F9 01 00 00 C8 03 89 17 83 80 86 80 0F 8A C8 00 F9 00 00 00 C0 C8 03 89 07 83 82 86 82 0F 8A C8 00 C0 F8 CF 70 BA 70 F9 01 00 00 C8 04 89 17 83 60 86 60 09 8A C8 00 F9 00 00 00 C0 C8 04 89 07 83 62 86 62 09 8A C8 00 C0 F8 F6 70 E1 70 F9 01 00 00 C8 03 89 17 83 80 86 80 09 8A C8 00 F9 00 00 00 C0 C8 03 89 07 83 82 86 82 09 8A C8 00 C0 F8 17 71 08 71 F9 01 00 00 89 17 88 00 00 8A F9 00 00 00 C0 88 00 00 88 01 00 88 02 00 88 03 00 88 04 00 88 05 00 88 06 00 88 07 00 C0 F8 44 71 35 71 F9 01 00 00 89 17 88 00 1F F9 00 00 00 8A C0 88 00 1F 88 01 1F 88 02 1F 88 03 1F 88 04 1F 88 05 1F 88 06 1F 88 07 1F C0 81 17 07 1F 1F 81 37 18 1F 1F 81 18 37 1F 1F 81 07 17 1F 1F C0 81 17 07 0F 0F 81 37 18 0F 0F 81 18 37 0F 0F 81 07 17 0F 0F C0 81 17 07 AE 42 1F AE 42 1F 81 37 18 AE 42 1F AE 42 1F 81 18 37 AE 42 1F AE 42 1F 81 07 17 AE 42 1F AE 42 1F C0 00 20 D1 01 C9 00 85 8E 01 8F 61 81 07 07 B0 20 AC 42 48 83 FC B5 24 AE 42 00 83 69 83 C5 B5 24 AE 42 01 83 7F 83 68 83 26 B5 24 AE 42 02 83 23 83 65 B5 24 AE 42 03 83 3F 83 2E 83 86 B5 24 AE 42 04 83 24 83 89 B5 24 AE 42 05 83 89 83 9F 83 C5 B5 24 AE 42 06 83 C2 83 84 B5 24 AE 42 07 83 B2 83 70 83 FC B5 24 AE 42 00 83 69 83 C5 B5 24 AE 42 01 83 1C 83 89 83 25 BF 87 71 81 12 13 89 14 AE 42 1F 8A C2 80 83 F6 AE 42 00 AE 42 00 81 04 06 83 C5 83 78 AE 42 08 AE 42 08 AE 42 09 AE 42 09 83 10 83 65 89 03 AE 42 02 8A 89 10 B5 32 AE 42 80 3C 02 8A AC 42 46 89 03 AE 42 1F 8A AC 42 44 89 03 AE 42 1F 8A AC 42 42 89 03 AE 42 1F 8A AC 40 40 AE 42 81 00 00 D1 00 FF

I bet you don't like Stunner so much now, do you? happy.gif Fortunately, Stunner has the sword graphic already programmed in, and with 646 bytes which aren't being used right now, it will be perfect for Omnislash. Don't worry, every new find I make goes directly onto GameFAQs.

Edit
Actually, Djibriel, you may be right about Purifier. Just looking at it's 14-byte graphics code, I see that it has three different animation codes: 19 82, 1A 02, and AF 00. These all could very well be over 300 bytes long, or as small as 5 bytes. If you want me to, I could locate the code for these and either post it here or PM you with the values. You can use the info I posted at GameFAQs to figure it out, or if you'd like, I could write some notes next to it similar to what I did with suplex. Your call.

I made CannonBall, but there is a slight problem. It shoots 4 of the large orbs from demi, instead of just 1. I didn't add in the recoil or animation of the target when it gets hit, because I want to fix this first. We may end up being stuck with 4 cannonballs...


This post has been edited by Caesar on 24th August 2004 01:12

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Posted: 24th August 2004 17:31

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Djibriel, the first two I located didn't seem to control anything. I changed the speed byte to the slowest possible speed and nothing changed. However, the last value, AF 00, controls the graphics for the red explosion and the white ray things. For your veiwing pleasure, here it is:

Crusader ($10158E) 00 20 C4 40 80 32 2D 13 38 13 A5 C0 68 40 FF FF 80 00 FA 40 13 A5 40 68 40 FF FF 80 00 AF E0 89 20 09 8A 89 0F B6 62 09 8A 89 2C 09 8A F7 A0 D4 02 04 12 89 1E A6 00 00 FE A9 FE 00 A7 08 8A 80 58 07 89 18 A6 00 00 04 A7 08 8A 80 57 CC 8B 07 00 00 00 8C 8B 07 00 00 00 8C 09 89 1F B6 81 09 8A 89 80 09 8A 89 1F B6 F1 09 8A FF

00 20 Speed and offset
C4 40 80 32 2D 13 38 13 A5 C0 68 40 FF FF 80 00 FA 40 13 A5 40 68 40 FF FF 80 00 AF E0 89 20 09 8A 89 0F B6 62 09 8A 89 2C 09 8A F7 A0 D4 02 04 12 I haven't worked too much with this section, since all it does is change the background red, I think. Again, the speed check showed that all this animation was responsible for is the red explosion and the white rays.
89 1E A6 00 00 FE A9 FE 00 A7 08 8A Believe it or don't, I figure out this loop. A6 00 00 XX will enlarge the image by XX percent (I think it's in percents, anyways). If the XX falls between two FE's, it will reverse the effect and SHRINK the image by XX%. A7 08 apparently ends the effect of the command.
80 58 07 *(shrug)*
89 18 A6 00 00 04 A7 08 8A This is the same as the string above, except this is the impact dome, and the previous one is the red shrinking ball before the impact dome.
80 57 CC Beats me...
8B 07 00 00 00 8C 8B 07 00 00 00 8C This is indeed the white rays from the bottom-left esper. I think that 8B-8C is another loop where the byte directly after 8B is the number of times to repeat and everything inbetween that and 8C are the graphic indexes to use. Strange, theory, yes, but when changing the 07's in both strings, the length of the animation changed likewise (higher value=longer, lower value=shorter). Also, when I changed all the 00's to 07's (the index of the impact dome), low and behold, impact domes appeared. There were very glitchy, of course, but they were still there. More ideas to support the loop theory: the animation code does not support nested loop commands (E.G. 89 04 89 04 B0 80 8A 8A wouldn't change the screen red 16 times. It would only change red 4 times, for some reason). I just related that to the 8B-8C command now, because putting it inside a 89-8A loop changed nothing...it only executed once.
09 89 1F B6 81 09 8A 89 80 09 8A 89 1F B6 F1 09 8A I haven't looked at this, either, but by slowing down the animation and studying it, I think it's safe to assume that this makes the screen fade back to normal.
FF End!

Edit
Added some comments.


This post has been edited by Caesar on 24th August 2004 18:47

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Posted: 24th August 2004 20:01

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New Dance spell idea!

Black Moon: The entire field goes dark, and a howling sound is heard. Doom on ENTIRE field.

Iron Reaver: Barehanded attack graphic, casts a red pillar-free version of Wind Slash. Non-elemental. And on a completely different subject, Inuyasha rules.

Negapulse: Black holy.

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Posted: 24th August 2004 20:18

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Hmm...how about for Negapulse we call it "Dark Holy", since that is such a popular spell in FFT. happy.gif I may add the scream at the end, too, if I can find a suitable one. For Iron Reaver, you basically want a red wind background, then? That can be done. Btw, Inuyasha is up there with some of my favorite shows (Rurouni Kenshin at #1, Yu Yu Hakusho at #2, of course biggrin.gif ). Black Moon is possible, but I already have a Dance attack with the Moon. Plus, I wouldn't know what area to put it under (oh yea, can you tell which these go under?). Also, would it be like Joker Doom and kill EVERYTHING, or would it not affect those with death protection?

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Posted: 25th August 2004 00:22

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Kenshin #1, eh? You = 1337. Well, more 1337 than you already were, anyway. =happy.gif=
As for the reqions...
Dark Holy : Cavern.
Black Moon: Open Area. Everyone on the field is at risk, however it does NOT have Joker Doom's total apocolyptic power.
Iron Reaver: Plains.
Oh, and if it's not to lo late, I was thinking about something.. remember the old tech 'Vacuum Edge'? Howsabout calling it 'Wind Scar'? =happy.gif=

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Posted: 25th August 2004 01:42

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WGG: I don't think I'm worthy to be called 1337...I appreciate you thinking so, however. thumbup.gif I edited all the skills into the list on page 14 of all the dances. As of now, 4 dances are complete: Water, Snow, Town, and Cave. I need 4 for Desert still (one of which is the final one I need for Field...I would like it to be wind-oriented since it IS the most frequent in the Fields), 3 for Forest, 1 for Field (which was mentioned earlier), and 1 for Mountains. Then, maybe some names for the groups themselves, and I'll be all set!

Quote
Oh, and if it's not to lo late, I was thinking about something.. remember the old tech 'Vacuum Edge'? Howsabout calling it 'Wind Scar'? =happy.gif=


Nah, I don't think it fits the animation. I WAS thinking of something more like Amakakeru Ryu no Hiromeki, though, but that's just a few characters too long. happy.gif

Edit
Just some totals here: So far I have changed:

39 spells/attacks
17 abilities
3 commands (some are incomplete right now, so it will be higher)
29 items, not including changing every weapon to not be equippable/throwable by Shadow, and including the 4 tools)
Only 6 normal enemies so far
8 new bosses
A handful of characters
Some name changes here and there

Just so you can udnerstand the quality these dance attacks will have, I included two screenshots below.

user posted image
This is the fabled Dark Holy attack. I've got to say, even though it's a palette swap of pearl, it is a mighty good one. biggrin.gif

user posted image
This is IronReaver. Sorry, WGG, but I think you mistyped your description. You really meant to say "a red Blizzard Fist" instead of "a red pillar-less Wind Slash", right? happy.gif Well, that's good because that's what I made. It's really much, much brighter than you can see in that picture, and it flashes, so that's even better.


This post has been edited by Caesar on 25th August 2004 02:57

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Posted: 25th August 2004 03:21

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Shweeeeet graphics.. especially Dark Holy. Were you able to add in the scream?
Ohyeah.. 4 Desert attacks, one Wind-based... lesse...
Sandstorm (Wind): A funky techno beat causes a sandstorm!

Heatstroke: Some sort of 'shimmering' graphic causes Countdown on all beings on the field- bypassing Death Protection, and also granting immunity to Life3.

Sunburn: HP leak on all.

Blowfish: Had to include it.

This post has been edited by Wind God Gau on 25th August 2004 03:30

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Posted: 25th August 2004 04:20

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I didn't add the scream, yet, but it would only be a matter of adding two bytes to holy's animation code. The only thing holding me back is finding an appropriate scream sound.

I like the Sunburn idea...it would be easy to make and I could find a decent animation for it very easily. Heatstroke would be easy, as well, but I think that the two are very similar. So...I might rename Heatstroke to HeatWave and make some cool fiery animation for it. This is a tough call for Sand Storm. I'm not sure if I would quite call it a "wind" attack...I wouldn't mind it as much, but I think that Wind Slash is the spell that is used with the Tempest and WindFang swords. I don't think that Sand Storm fits those swords as well as a pure wind attack. Sorry, I should've included that before. For Blowfish....I don't think I would quite feel right making an attack that already exists. It's a great attack, but I think it's better as a Lore. unsure.gif I won't add Sunburn or Heatwave to the list until I have the complete set of Desert dances in mind. That leaves...3 Forest, 2 Desert, 1 Field, 1 Mountain. Btw, thanks for always being prompt and frequent with ideas, WGG. It really helps move things along. thumbup.gif

I just realized that I have the animation for Sabin's Air Blade attack open. This could mean a craaaazy custom animation for some skill, since who knows what can be done with those blades. shifty.gif Also, I noticed that the mountain dance will be very dangerous. It has one attack that deals heavy fire/earth damage to all combatants, and one that kills all combatants. What I COULD do, is make Volcano a physical attack so that the iamge status from Moon Shine would help to avoid it once and awhile.

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Is PJ
Post #57450
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Posted: 25th August 2004 05:31

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Disciplinary Committee Member
Posts: 670

Joined: 10/5/2004

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Member of more than ten years. Member of more than five years. 
3 forest, 2 desert, 1 mountain, and a partridge in a pear tree. Alrighty then, lesse... *cracks knuckles*

FOREST:
Poison Ivy: Poison/Slow staus on one enemy.

Forestfire: Flame attack on entire field.

Squirrel! : Muddle on all enemies

DESERT:
Flashflood: VERY quick rain graphic for heavy water damage.

Scorcher: Heat/Air attack.

MOUNTAINS:

Rift: Quake, with a 25% chance of instant death!

FIELD:
Antipode: Fire/Ice elemental strike!



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Uwao. aooh! I'm Gau!
I'm your friend!
Let's travel together!

Post #57456
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Posted: 25th August 2004 16:32

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Climbing Marle!
Posts: 1,640

Joined: 21/6/2004

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Member of more than ten years. Participated at the forums for the CoN's 15th birthday! Major involvement in the Final Fantasy V section of CoN. Member of more than five years. 
WGG, that was a great post! Poison Ivy and ForestFire can easily be done, and with pretty cool graphics. I think for the last remaining Forest dance attack, though, I might make a custom animation from the leaves in Rage. Either that, or I'll go into the ROM, change the leaves into tiny flames, and make it into a giant burning pillar of fire. Scorcher will work, as well, I think. That will be the duel Field/Desert dance attack. Flashflood may work, considering if you use this dance in the desert and it has a water attack, you're going to be set. Now...that leaves one Mountain and one Forest, which will be animated out of Rage's leaves. I would love to use Antipode somewhere, since it was one of my favorite non-Magus spells in CT. Maybe I could use it in place of Flashflood so that you still get the advantage over enemies in the desert every once and awhile. As much as I dislike making another instant-kill Mountain attack, I think it has to be done. I may make it petrify instead, though, since that's more "rocky" than just being killed. Thanks for the ideas!

Btw, I had a genious idea last night...I hope it will work. If it does, I'll post a screenshot, if not, then you will never hear of it again.

Edit
Didn't work ^. However, I DID finish the CannonBall and I'm satisfied with it. I even got a nice recoil (Shadow goes COMPLETELY off the screen, crouches, pauses, and then steps back into place). There will be no screenshots, though, since the CannonBall mvoes too fast to catch a good picture. I can get a shot of its trails, but it wouldn't do it justice.


This post has been edited by Caesar on 25th August 2004 21:49

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Is PJ
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