Users browsing this thread: 2 Guest(s)
Final Fantasy: Mutant VI

#7
Posts: 174
Threads: 23
Thanks Received: 0
Thanks Given: 6
Joined: Feb 2011
Reputation: 0
Status
None
(03-09-2011, 08:31 AM)DjinnAndTonic Wrote: Okay, so like 80% of your questions can be answered with: "Did you know that you can choose who can use which piece of equipment?"
Seriously, with some creative assigning of equips, you can make sure that say "Every piece of Wolverine-exclusive equipment gives innate Regen". This ensures that Wolvie will have his regen ability so long as the player has -any- equips on Wolverine. And honestly, if the player can beat your game without any equips on, then you've made it too easy, go back and try again. (Same thing for Float for the Flyers, Invisibility/Clear/Image for Kitty, or elemental absorption for Iceman.)

Along the same lines, I hope you know that all equipment can teach a spell. Using unique weapons/armor/relics, you can ensure that only one character can learn a certain spell(s). For example, if you only want Iceman to learn the Ice spells, then just make sure that only his "Icicle" sword teaches Blizzard, and that no Espers or Terra/Celes' natural magic lists have it. This is all doable with FF3usME.

A note on elemental absorption. Note you might want to start characters with Armors/Relics/Shields that half, then immune, and then at lategame absorb the elements, otherwise your game is pretty unbalanced. Also, I would rename the Holy/Pearl element to Psychic or Energy since you're probably going to have a lot of enemies that use those elements. Not -all- of the X-men really 'absorb' their own elements. Iceman certainly would. Storm, maybe not so much (she could certainly -resist- Water, Air, and Thunder, though). Cyclops is literally solar-powered if I remember correctly, which means absorbing heat.

I was somewhat aware of this having perused through ff3usme. But wasn't exactly sure all the logistics of it. I'm getting excited for that aspect of the hack - putting the animations and equipments and skills to the characters, just have to get through the get characters first lol.
Good reminder on the absorption. Thank you.

(03-09-2011, 08:31 AM)DjinnAndTonic Wrote: Now, the more complicated stuff:
Dance doesn't really have a Controllable Patch for it that I've seen, but you -can- assign which backgrounds/spells/skills go with which Dance. And there -is- a patch that ensures that a Dance never "stumbles". (Note that unless you make Storm from Mog, you'll have to hex-edit which character slot learns the Dances. This is fairly trivial, and there's a guide in the hex-editing area.)

I was thinking already of placing Storm in Mog's role. So that should work out well. where does one get the said, 'never stumble' patch?

(03-09-2011, 08:31 AM)DjinnAndTonic Wrote: Terra's role:
You can edit Terra's esper sprite with a combination of FF3usME and YYR. It's a little complicated and I don't recommend trying immediately, but Zeemis made a tutorial for that, too. This means that you -can- edit the sprites in the scenes of her freakin' out and flying around as a pink thing with crazy hair. I personally would suggest making her into Jean Grey/Phoenix, who pretty much does the same thing. But you could also use Rogue or Storm, who also had memorable freakouts related to their powers.

I was thinking along those lines as she has the most memorable freak out and power gain through that freak out.


(03-09-2011, 08:31 AM)DjinnAndTonic Wrote: Locke's role:
You can easily edit the event script to not require the Stolen Disguises for Locke's scenario (requires some minor hex-editing). Alternately, you can just edit the battle script for "Merchants"/"Soldiers" to just hand over the disguises from the 'Fight' command instead of 'Steal' (no hex-editing, all done with FF3usME).

So it can be set up that if i choose fight he will take/gain the merchant suit? or does it become a reward from defeating the merchant in battle?
Along those lines can the same thing be done with the Vargas battle? Standard ff6 - enter sabin use pummel, fights over. Can ff3usme be used to change that script as well where it's just a battle until Vargas is defeated? or some other action occurs - such as using an item or other skill?

(03-09-2011, 08:31 AM)DjinnAndTonic Wrote: Personal Bias note:
Domino is stupid, don't use her. Just my vote.

Thanks for the input. I'm hoping it will be a decent game that will give fun gameplay, especially for X men and ff6 fans alike. Thats why i've set it up here for the input!

(03-09-2011, 08:31 AM)DjinnAndTonic Wrote: If you go along with all the suggestions I've made, I think you may have over 14 PCs already.
Jean (probably Terra's role, Magic/X-Magic/Control, Fire/Psy element)
Cyclops (Magic, renamed Energy maybe? Fire element)
Wolverine (SwdTech, renamed Admntm, maybe? Innate Regen on all weapons)
Iceman (Magic, exclusive use of the Ice element/Freeze status effect?)
Gambit (GP Rain/Steal? I honestly think SwdTech fits him best since his abilities are literally more powerful just by charging longer)
Colossus (Blitz, high defense, maybe innate Reflect?)
Rogue (Rage/Lore/Sketch... seriously, she's the ultimate Blue Mage)
Nightcrawler (BAMF!)
Kitty (uh... innate Invisibility status! Perhaps make all of her weapons use the Man Eater's 2x damage vs. Humans byte... and then tag all of your Machine-type enemies with the 'Human' tag. This would essentially let her get 2x damage vs. Machines.)
Xavier (replaces Banon? Control)
Storm (Dance, immune Water/Air/Thunder)
Psylocke (Psychic resistance, good with swords)
Magneto (Runic?! -it's like magnetism! as General Leo?)

Oh... only 11. Well, you can certainly find a better idea than Domino. (I would vote for Beast and Angel to get the original five in. Or Havok if you want to literally have the Figaro Brothers be the Summers Brothers.)

I definitely look to include beast and was thinking of how i might incorporate angel/archangel as well. I would like to include magneto as a playable member too, but not sure yet. He's the master of magnetism after all. Still tossing around if Xavier will be able to walk or wheel chair bound in this episode.

thanks for the great input!
(03-09-2011, 03:21 AM)Zεεຕใร Wrote: Gambit could also be done fairly easy, seeing as I could make you a custom weapon animation for a quarter-staff. The staff's present in the game currently are mages' staff's whereas Gambit uses something more like a Shaolin monks quarter-staff.
There's also the fact that FFVI already has a Card weapon. :p

How would this work exactly? Would it replace all is attack animations or just a few? Sounds very interesting.
  Find
 



Messages In This Thread
Final Fantasy: Mutant VI - by ribbits - 03-08-2011, 09:14 PM
RE: Final Fantasy: Mutant VI - by DjinnAndTonic - 03-08-2011, 09:50 PM
RE: Final Fantasy: Mutant VI - by ribbits - 03-08-2011, 11:17 PM
RE: Final Fantasy: Mutant VI - by Zeemis - 03-09-2011, 03:21 AM
RE: Final Fantasy: Mutant VI - by DjinnAndTonic - 03-09-2011, 08:31 AM
RE: Final Fantasy: Mutant VI - by ribbits - 03-09-2011, 03:45 PM
RE: Final Fantasy: Mutant VI - by DjinnAndTonic - 03-10-2011, 10:26 AM
RE: Final Fantasy: Mutant VI - by SSJ Rick - 03-09-2011, 11:38 AM
RE: Final Fantasy: Mutant VI - by Zeemis - 03-10-2011, 03:59 AM
RE: Final Fantasy: Mutant VI - by ribbits - 03-10-2011, 09:17 AM
RE: Final Fantasy: Mutant VI - by ribbits - 03-10-2011, 05:02 PM
RE: Final Fantasy: Mutant VI - by ribbits - 03-12-2011, 04:53 PM
RE: Final Fantasy: Mutant VI - by DjinnAndTonic - 03-12-2011, 09:04 PM
RE: Final Fantasy: Mutant VI - by ribbits - 03-12-2011, 10:50 PM
RE: Final Fantasy: Mutant VI - by ribbits - 03-17-2011, 10:16 PM
RE: Final Fantasy: Mutant VI - by Zeemis - 03-18-2011, 01:19 AM
RE: Final Fantasy: Mutant VI - by ribbits - 03-18-2011, 11:05 AM

Forum Jump:

Users browsing this thread: 2 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite