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Let's discuss Iris Havengard
06-09-2020, 03:26 PM
(06-09-2020, 02:22 PM)Turbotastic Wrote: Here comes a (bad) thought. Would all that work be compatible with that code that would allow a character to create a new menu with eight selection
Actually, Catone made a Possess command replacer that could be made compatible with the full roster pack. Considering that the ghost sprites might have to be overwritten to make room for Iris anyway, Possess can be freed up for this purpose. I'd say replace the ghosts with Moogles like I did in ReCast (and the specters on the train with random npcs in palette 5), and use a recolored Iris for the OdinSlaying Necromancer and MagiMaster, the latter being someone whom she was replacing anyway.
Catone's work makes a menu for up to eight spells (it functions exactly like Magitek), and could be adapted to fit into the full roster hack in place of Possess. Then it's a matter of busy work, picking eight spell slots to replace with the various abilities and making sure any spells that are changed still function appropriately in their original spots or are replaced (enemy scripts, mostly). I'd say the three tek beams would be a good start, but the default animation for those has the actor shooting magic out of their toes (it's really awkward; Aurabolt is slightly better).
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