25th & 10th Anniversary Challenge - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Returner's Hideout (https://www.ff6hacking.com/forums/forum-66.html) +--- Thread: 25th & 10th Anniversary Challenge (/thread-3848.html) |
RE: 25th & 10th Anniversary Challenge - C-Dude - 08-03-2019 (08-03-2019, 06:11 PM)PowerPanda Wrote: (1) Seems fine, as long as they're limited to once per battle. (1) Yeah, I didn't change anything about summoning, but I've got a patch that makes magic and physical use the same damage calculation. This makes magic a lot less potent than it is in Vanilla, and the summons are rather lackluster as a result. I figured making them a free cast would make them worth using during battle. (2) I made TekLaser steal HP because of changes to the opening and the magitek menu: Terra is the only one who knows Heal Force and neither of the Gesthalian soldiers had any self-healing, so I set TekLaser up as a Drain with the Revenge spell flag. The spell Drain works in the same way; it does more and more damage the more health is missing. It's my hope that players would be wowed by this power, and then stunned when it's used against them during the drop to the Floating Continent. To be fair, TekLaser doesn't do any damage if the enemy is at full health (encouraging the defeat of one enemy at a time) and it is susceptible to Runic (encouraging the use of Celes on the Floating Continent, which has more plot implications). My hack has lots of ways to cheese fights anyway, so I don't think it's wildly unfair. (3) It's more about reducing the art clash between the player sprites and the monsters. I tried to make all human enemies somewhat resemble the player characters. I'm torn on the Warring Triad, though, because they are the gods of magic and unlike monsters and espers they don't appear to have ever been human. Also, I'm having trouble with FF3SE; it won't let me export the images for Goddess or Poltergeist, which is going to make preparing replacements for them a challenge. (4) Hmm... I was just trying to think of some clever ideas for Kefka because the fight seemed pretty mild on my second playthrough. Cyan basically just chopped Kefka to bits... even bypassed the boss death animation; he died with a purple flash like a flan. Maybe I'll just have him punish cheese strategies. RE: 25th & 10th Anniversary Challenge - Warrax - 08-04-2019 Quote:(4) Hmm... I was just trying to think of some clever ideas for Kefka because the fight seemed pretty mild on my second playthrough. Cyan basically just chopped Kefka to bits... even bypassed the boss death animation; he died with a purple flash like a flan. Maybe I'll just have him punish cheese strategies. This tend to happen to bosses that dies to a counter attack, the boss animation doesn't play. If that's what happening in your hack, there's a fix: Code: Counter Attack fix (for bosses) RE: 25th & 10th Anniversary Challenge - PowerPanda - 08-04-2019 (08-03-2019, 06:56 PM)C- Dude Wrote: (2) I made TekLaser steal HP because of changes to the opening and the magitek menu: Terra is the only one who knows Heal Force and neither of the Gesthalian soldiers had any self-healing, so I set TekLaser up as a Drain with the Revenge spell flag. The spell Drain works in the same way; it does more and more damage the more health is missing. It's my hope that players would be wowed by this power, and then stunned when it's used against them during the drop to the Floating Continent. To be fair, TekLaser doesn't do any damage if the enemy is at full health (encouraging the defeat of one enemy at a time) and it is susceptible to Runic (encouraging the use of Celes on the Floating Continent, which has more plot implications). This sounds like a very complex solution for a very simple problem (Gesthalian soldiers do not have self-healing). In a game like Final Fantasy Tactics, where enemies and players have the same amount of HP, something like this would work. However, in FF6, where enemies have 2-10x the HP of players, all this does is cause cheap, unavoidable deaths if the gods of RNG hate you. I'd recommend using the flag for Demi/Quartr/W Wind instead, and set it to drain. RE: 25th & 10th Anniversary Challenge - C-Dude - 09-10-2019 I've toned down the use of Tek Laser (it basically doesn't show up for enemies with more than 1000 HP, its last hurrah is the IAF assault), as well as rendered it reflectable to let players plan for it in parties that don't have the Runic option. Still testing other changes. There is something I need from you PowerPanda, and you said if I needed something for the project I should ask here. I want to change Possess into a spell-trigger command (a la Shock or Health) calling spell EC (formerly Fire Wall). I can't seem to get it to work, though. I tried to tweak B-Run's Cover command for the slot, but that doesn't seem to do anything. Copying Shock's structure with a different spell ID didn't seem to work either. I know you successfully changed Possess into Morph for your hack's imp; do you have any pointers? RE: 25th & 10th Anniversary Challenge - PowerPanda - 09-11-2019 (09-10-2019, 07:31 PM)C-Dude Wrote: I've toned down the use of Tek Laser (it basically doesn't show up for enemies with more than 1000 HP, its last hurrah is the IAF assault), as well as rendered it reflectable to let players plan for it in parties that don't have the Runic option. Still testing other changes. So I actually re-purposed Health, not Possess. It was in the early days of my hacking, and I couldn't get Possess to work. It would auto kill the target and the caster no matter what I did. Now that I know a bit more, here is what I would try: Code: Possess RE: 25th & 10th Anniversary Challenge - C-Dude - 09-11-2019 Thank you, PowerPanda. I need the command mostly for flavor: I had set Leo to use Blitz and Bushido but then I realized that ruins the fake-out that he might join the party. I'm trying to set up a suitably usable command to bring that uncertainty back into the mix: if I can get Cover to work in some capacity I'll try some event editing to swap him with Locke during Thamasa, otherwise I'll put some cool attack like Riot Blade in there. Career definitely comes before hobby, so there's no reason to lament that you can't work on your FF6 project. Thank you for all the help you've given thus far on my tweak of your first hack, it truly is appreciated. EDIT: It worked! I applied B-Run's 'Cover' special to Pep Up and had Fire Wall call it. Here's exactly what needs to be changed about Possess to make it work like Pray/Shock. Code: PowerPanda's Possess Spell Call RE: 25th & 10th Anniversary Challenge - C-Dude - 10-19-2019 Can anyone tell me where I can find the Battle introduction animation pointers? The little gestures each individual character plays out before battle starts? I'm thinking about rearranging some actor IDs when I move into phase 3 of my hack, and I don't want to use the vanilla intros. For instance, if I move Gau to Actor $0C, I don't want him to flicker in like Gogo. I seem to recall somebody talking about this recently, but I can't find the thread, or the info on the wiki. I must be searching with the wrong terms. RE: 25th & 10th Anniversary Challenge - Everything - 10-20-2019 Character intro animations are in the battle event script. You can swap the pointers below to get characters to have different animations. The relevant asm code is at C1/FEB9. Note that the last two items in the list are actually hard-coded to be for magitek characters and wounded/petrified characters, respectively. Gestahl never uses an intro animation and the green soldier actually uses the same intro as the brown soldier. Code: D0/9842: 0E clear animations Valid pointers are: Code: 9876: Pre-drawn (Wounded/Petrified Characters) I had never noticed that there is an unused intro animation at 9B22. I'm not sure what that was meant for but it seems to work okay. RE: 25th & 10th Anniversary Challenge - C-Dude - 10-20-2019 Thank you, Everything. I've been considering ditching Gogo and promoting Banon to a playable character, but as a concept he works better in a slot that can equip espers and learn its own magic. I was considering move Gau to the 'party mage' slot (which I changed from Gogo to Umaro) and bumping Umaro into the 'perplexing mage' slot (as far as I can tell, the Gogo magic list in my hack seems to be built from the team's learnsets, but built based on Gogo's level. It's... intriguing). This information will help me to explore that properly down the line, I've copied it down so I don't lose it again. RE: 25th & 10th Anniversary Challenge - C-Dude - 12-21-2019 Working hard to hit that deadline, PowerPanda! I need some input, though. I'm struggling trying to decide what to do with Banon regarding the Thamasa incident. If he goes along to Thamasa, I can have Locke wander off after Celes. This would give Banon a little more level and Esper growth, as he only becomes available to the player AFTER the Cave of Phantom Beasts (If I don't send him to Thamasa, he is then immediately unavailable again until the Floating Continent). This option also gives Banon the opportunity to build rapport with Interceptor at Leo's funeral, which helps support his World of Ruin recruitment. It will, however, be a great deal more complex than the alternative: if I add Banon to Thamasa I'd feel the need to switch him out after the burning house and send Leo with Terra to Crescent Mountain, which would mean a more labor-intensive text and event adjustment. However... it's not out of character for Banon to disregard the search for the espers and stay in Vector to negotiate the ceasefire. If I leave him in Vector, I only have to add him to two scenes (wandering the Vector streets post-dinner and arriving in Thamasa post-Kefka). This would be resoundingly easy to code in the event script, but again would make Banon basically unplayable until the end of the World of Balance. Don't need a fast answer: I've got more WoR recruitment cleanup to do and I still need to script and animate a scene in Kohlingen. |