Just a video I did with psynergy animations that never made it into the final version of Golden Sun 2.
Probably those damn programmers couldn't be arsed making these into psynergies.
http://www.youtube.com/watch?v=erL_KF6J4SY :um:
Nice! The one which has the Supernova icon looks like the Burst psynergy doesn't it? I already had checked those when I went researching animaton adresses. Also, why didn't you put the unused djinn animation?
Thanks but I had 2 that looked the same anyway I'm changing my pic its HUGE.
It isn't the same...You're talking about Index 113.4 right?
Also, try to use a better english ok? Your posts are kind of confusing...
Oh yeah, this is a nice video. Anyway, I remember that a while ago, I was testing so many random animations. The only two of yours that I found were the first one, and the hastened Whirlwind. There is another one that is related to Quake... Animation 1 # 3 (or 4, one of the two). it looks like the entire screen shakes for a second.
Have a nice day.
Are you talking about my list Salanewt? Ah, the hastened Quake and Whirlwind look like they could be Grind and Cyclone, although they weren't completly programmed...But it's a nice guess right?
I would guess so. Anyway, I typed up a list of all of the animations that I tried out. I also found some unfinished Djinn unleashes... Where were they again?
I am searching for them now, so I hope to have them up soon. I also found a large sword falling, what looks like a giant Cannonball, and some other neat things (I also refound the Life Shear unleash, but I thought that it was an unused summon when I found it, lol).
Edit: There is an unprogrammed upgrade in the Fume series. It shows some of the graphics, but the game crashes when you try to use it.
'
Edit 2: I also forgot to mention... Almost every ability has two camera angles for their animation. The second camera angle looks like an enemy is attack you, but it is you who is attacking the enemy.
Found my Animations list!
[u]0-2 are normal attack animations, 200-202 are normal animations, but the camera goes behind the target's side. These values are probably not correct for summons
-1/255 = (if you try to search for an animation, then click ok without actually clicking on an animation, it will look like
0 = Just like using the Mars Djinni Spark.
1 = Same as -1.0.
2 =
3 =
10 = Same as -1.0.
73 = Same as -1.0.
0 = Attack(a)/Defend(b)/Flee(c)/Nothing
a:
0 = Normal, unless replacing a psynergy (in which case, there is no animation).
1 = Normal.
2 = Normal.
3 = Normal.
4 = Normal.
b:
0 =
1 = Normal.
2 =
3 =
4 =
c:
0 =
1 =
2 =
3 =
4 =
1 = Quake
0 = Quake
1 = Earthquake
2 = Quake Sphere
3 = Screen Twitches
4 = Attack (psynergy animation, no movement of weapon (lifts arm to cast psynergy), Critical hit.
5 =
200 = Normal Quake, but screen tilts behind enemies.
201 = Normal Earthquake, but screen tilts on enemy's side.
202 = Normal Quake Sphere, but screen tilts on enemy's side.
203 =
2 = Spire
0 = Spire
1 = Clay Spire
2 = Stone Spire
3 = Normal Spire
4 = 1.4 (Quake + animation argument 4).
5 =
6 =
7 =
8 = Normal Spire.
200 = Normal Spire, but screen tilts to enemy's side.
3 = Gaia
0 = Gaia
1 = Mother Gaia
2 = Grand Gaia
3 =
4 =
202 = Should be Grand Gaia from a different angle, but it is actually Kirin the summon. Odd...
4 = Growth
0 = Growth
1 = Mad Growth
2 = Wild Growth
3 = Extremely long version of 4.2, vines stop growing for a few seconds, and the red damage sparks that are normally on the vines stay on the far left.
4 = Same as 6.4.
5 =
5 = Thorn
0 = Thorn
1 = Briar
2 = Nettle
3 = Normal Thorn (or Briar).
4 = Same as 1.4.
5 = Same as 5.4.
6 = Frost
0 = Frost
1 = Tundra
2 = Glacier
3 = Shards of ice from Frost hover over target for 1.5 seconds before flying upwards for 0.5 seconds (almost like near the end of using Frost).
4 = Similar to 1.4, but with no blue weapon streak (to show motion from weapon). When the text editor is complete, I will make an attack called 'Mind Blow' that has this exact animation).
5 = Same as above.
200 =
203 =
7 = Ice
0 = Ice
1 = Ice Horn
2 = Ice Missile
3 = Ice shards shoot towards target, but remain above caster. When the shards are slightly closer to the target than caster, then they vanish (similar to 10.3, but with several ice shards, not a Froth bubble).
4 = Similar to a regular attack, but caster does not move (same as 6.4).
5 =
8 = Prism
0 = Prism
1 = Hail Prism
2 = Freeze Prism
3 = Same as 18.3.
4 = Same as 8.3, but background remains darker until another animation/psynergy/effect is used.
5 =
9 = Douse
0 = Douse
1 = Drench
2 = Deluge
3 = Same as 6.4.
4 = Same as 9.3, but the background flashes for 0.1 seconds.
5 = Same as 9.3.
100 = Same as 6.4, but the screen moves to the enemy's side.
10 = Froth
0 = Froth
1 = Froth Sphere
2 = Froth Spiral
3 = 1 Froth Bubble appears over user's head, moves slightly towards target (is far from arriving).
4 = Glowing ball of Fire (I like this one too). This shall become Fireball (Mario style)! However, this is very similar, if not the same, to Star Magician's regular attack. I tried changing regular attack to this animation, but nothing happened.
5 = Same as 10.4.
6 = Same as 10.4.
55 = Same a 10.4.
11 = Flare
0 = Flare
1 = Flare Wall
2 = Flare Storm
3 = Normal Flare.
4 = Same as 6.4.
5 = Same as 6.4.
12 = Fire
0 = Fire
1 = Fireball
2 = Inferno
3 = Normal Fire.
4 = Same effect as Kirin.
5 = Same as 73.4.
13 = Volcano
0 = Volcano
1 = Eruption
2 = Pyroclasm
3 = Same as 18.3.
4 =
5 =
14 = Blast
0 = Blast
1 = Mad Blast
2 = Fiery Blast
3 = Same as 18.3.
4 = Same as 9.3, but the background flashes for 0.1 seconds.
15 = Blast (Blast > Nova > Supernova)
0 = Blast
1 = Nova
2 = Supernova
3 = Same as Nova.
4 = Same as 8.3, but background remains darker until another animation/psynergy/effect is used.
5 =
16 = Bolt
0 = Bolt
1 = Flash Bolt
2 = Blue Bolt
3 = Similar to Blue Bolt, except that when it hits the target, there is a square of the original background that is not affected by the psynergy (longer lasting?).
4 = Same as 6.4, but background remains darker until another animation/psynergy/effect is used.
5 =
17 = Ray
0 = Ray
1 = Storm Ray
2 = Destruct Ray
3 = Normal Ray.
4 = Same as 6.4.
5 = Same as 21.6.
18 = Plasma
0 = Plasma
1 = Spark Plasma
2 = Shine Plasma
3 = Completely invisible, no attack contact graphics either (when attack hits enemy).
4 = Same as 21.4, but there is a black flash that lasts 0.1 seconds before the psynergy effect happens.
5 =
6 =
100 =
19 = Slash
0 = Slash
1 = Wind Slash
2 = Sonic Slash
3 = Same as 6.4.
4 =
5 =
20 = Whirlwind
0 = Whirlwind
1 = Tornado
2 = Tempest
3 = Awesome too. The screen shakes rapidly, and a whirlwind bounces from left to right on the screen (L-R-L-R).
4 = Same as 6.4.
21 = Cure
0 = Cure
1 = Cure Well
2 = Potent Cure
3 = Normal Cure.
4 = Looks like 6.4, and the person who is being healed looks like they were hit with an attack.
5 = Same as 21.4.
6 = Same as 21.4, but there is a black flash that lasts 0.1 seconds before the psynergy effect happens.
28 = Guard/Cruel Ruin
0 = Guard
1 =
2 =
3 =
4 =
5 =
6 =
7 =
8 = Normal Guard/Cruel Ruin.
9 =
10 =
100 =
208 =
33 = Delude
0 = Delude
1 = Confuse (very similar looking to Delude)
2 = Normal Confuse.
3 = Normal Confuse.
4 = Same as 9.3, but the background flashes for 0.1 seconds.
5 =
37 = Sleep
0 = Sleep
1 = Normal Sleep.
2 = Normal Sleep.
3 = Normal Sleep.
4 = 6.4.
38 = Bind
0 = Bind
1 = Normal Bind.
2 = Normal Bind.
3 = Normal Bind.
4 =
47: Crashes Game
0 = Does not crash, looks like Impair.
1 = Still looks like Impair.
2 =
3 =
4 =
5 = Same as 6.4.
6 =
7 =
8 =
9 =
57 = Cutting Edge
0 = Cutting Edge
1 = Normal Cutting Edge.
2 =
3 =
4 =
5 =
23 = Same as 21.4, but there is a black flash that lasts 0.1 seconds before the psynergy effect happens.
58 = Ragnarok
0 = Ragnarok
1 = Normal Ragnarok.
2 = Normal Ragnarok.
3 = Normal Ragnarok.
4 = Same as 6.4.
5 = Same as 6.4.
69 = Crashes Game
0 = Acheron's Grief
1 = Acheron's Grief
2 =
3 =
100 = Similar to 6.4, but the screen tilts towards the enemy's side, and the first target to take damage stays behind until every target has been damaged.
72 = Fume
0 = Fume
1 = Serpent Fume
2 = Dragon Fume
3 = Beware! This Crashes the game! But it looks like it was supposed to be a variant of Rising Dragon. Awful sound too.
4 = Same as 6.4.
5 = Same as 6.4.
6 = Same as 6.4.
73 = Beam
0 = Beam
1 = Cycle Beam
2 = Searing Beam
3 = Same as Cycle Beam.
4 = Same as 6.4, but screen also goes darker until all of the targets have been damaged.
5 =
200 =
75 = Cool
0 = Cool
1 = Supercool
2 = Megacool
3 = Normal Megacool.
4 = Same as 21.6.
5 = Same as 6.4.
213 = Similar to 18.3, except that the background stays darker until another psynergy is used.
82 = Fire Puppet
0 = Fire Puppet
1 =
2 =
3 = Normal Fire Puppet.
4 = Same as 21.4, but there is a black flash that lasts 0.1 seconds before the psynergy effect happens.
101 = Crashes Game
0 = A giant white sword stands straight up, then falls onto the target(s).
1 = Same as 101.0.
2 =
3 =
4 =
213 = Similar to 129.213, except the colour around the square is purple.
108 = Rising Dragon (unleash)
0 = Rising Dragon
1 = Regular Rising Dragon.
2 =
3 =
4 = Similar to Djinni unleash Echo, except that the Djinni is replaced with a large glitchy square, and the character (caster) does not move from their spot.
5 = Same as 108.4.
6 =
7 =
8 = Normal Rising Dragon.
9 =
10 =
111 = Fire Dance
0 =
1 =
2 =
3 =
4 =
129 = Crashes Game
0 = Life Shear.
1 =
2 =
3 =
4 =
64 = Same lady, but the screen tilts/camera moves to the enemy's side.
72 =
132 =
178 = Same as 129.64.
200 = Same as 129.64.
213 = Possible Venus Djinni unleash, large glitchy square of static flies at target.
214 = Same as 129.213.
255 = Same as 129.213.
130 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Similar to 129.213, except the colour around the square is blue.
145 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Not sure which attack this is... Ice breath? Looks like sleet flying at target.
5 = Same as 145.4.
156 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Messed up Slash.
170 = Ice Crush/Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Ice Crush
5 = Normal Ice Crush.
6 =
24 = Crashes Game, but music still plays.
178 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Blast then draining effect.
5 =
179 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Large black ball lands on target.
8 = Crashes Game, but music still plays.
182 = Crashes Game
0 = Healing Aura.
1 = Same as 182.0.
2 =
3 =
4 = Drain effect with large swirling lines around target.
8 = Same as 182.0.
196 = Crashes Game
0 =
1 =
2 =
3 =
4 = Wild Wolf
5 = I do not know. If this is not in the game, then I call it Light Surge. Looks almost like a white fang though. Fatal Fang.
198 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Large Fiery Blast, but red swipe near arm.
5 =
212 = Psy Crystal (and Adept Ring)
0 = Psy Crystal
1 = Normal Psy crystal.
2 =
3 =
4 = Critical hit (same as 6.4).
5 =
6 =
7 =
8 = Normal Psy crystal.
234 = Crashes Game
0 = Jupiter Djinni effect, not sure which one.
1 = Same as 234.0.
2 =
3 =
4 = Zoomed in Critical Hit.
64 = Same as 234.0, but screen tilts to enemy's side.
257 = Crashes Game
0 = Desert Gasp? Really cool looking.
1 = Same as 257.0.
2 =
3 =
4 = Zoomed in Critical Hit.
5 =
278= Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 =
280 = Venus (Summon)
0 =
1 =
2 =
64 = Venus
65 =
66 =
67 =
68 =
100 =
101 = Very odd attack. Looks like the animations belong to a blue critical hit, probably to another move. Angle of screen moves to enemy side. It also zooms in on the attacker.
120 = Normal Venus, but screen tilts to enemy's side.
281 = Mercury (Summon)
0 = Normal Mercury.
1 =
2 =
64 = Mercury
65 =
66 =
67 =
68 =
100 = Same as 280.101.
282 = Mars (Summon)
0 =
1 =
2 =
64 = Mars
65 =
66 =
67 =
68 =
100 = Same as 280.101.
283 = Crashes Game (Jupiter (Summon))
0 = Same as Jupiter.
1 =
2 =
3 =
64 = Jupiter
65 =
66 =
67 =
68 =
100 =
284 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
286 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
100 = Same as 280.101.
298 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 = Crashes Game, but music still plays.
330 = Crashes Game
0 = Similar to 340.0, except it is more of a green/yellow-greenish colour.
1 =
2 =
3 =
4 =
213 = Same as 419.20.
340 = Crashes Game
0 = Cool psynergy. Red watery blobs fly from caster and hit target. I forget which psynergy this belongs to, but it might possibly be from the slime monsters (from Golden Sun 1 (and 2?)).
1 = Same as 340.0.
2 =
3 =
100 =
354 = Crashes Game
0 = Candle... For Death Curse?
1 = Same as 354.0.
2 =
3 =
213 = Same as 419.20.
355 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
378 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
416 = Crashes Game
0 = Fiery Breath!
1 = Fiery Breath (longer version (I think)).
2 =
3 =
417 = Crashes Game
0 = Crashes, but music still plays.
1 =
2 =
3 =
4 =
419 = Crashes Game
0 = Crashes, but music still plays.
1 =
2 =
3 =
4 =
15 = Same as 419.20
20 = Zooms in, blue critical hit (weapon critical).
213 = Same as 419.20
448 = Formina Sage
0 = Normal Formina Sage, but screen angle tilts to party's side (not normal angle, which is towards target's side).
1 =
2 =
3 =
4 =
5 =
6 = Same as 419.20.
128 = Formina Sage
450 = Rising Dragon
0 = Rising Dragon
1 = Normal Rising Dragon.
2 =
3 =
4 = Same as 419.20.
5 =
6 =
7 =
8 = Normal Rising Dragon.
9 =
10 =
11 =
12 = Same as 419.20.
470 = Not sure, looks like Ice Breath (but animation starts in front of caster (separated from user).
0 = Ice Breath, cut in front of user.
1 = Same as 470.0, but it appears to start slightly higher.
2 = Same as 470.1.
3 = Same as 470.1.
4 =
Attack effects
In this section, ability affects that are listed/named as '?' will be described in detail, if anything changes.
1. Nothing noticeable.
2. Nothing noticeable.
36. Nothing noticeable.
37. Nothing noticeable.
38.
39.
40.
41. Nothing noticeable.
43. Nothing noticeable.
54. I do not know what this means, but it make enemies "rise to the challenge".[/u]
Have a nice day.
As far as I went (and I checked all indexes; check my list it's in the Gold Sun Editor Forum) ALL psynergies have a reversed camera type. It's either with x.80, x.100, x.200 or even x.220 as arguments.
And you can find tons of bugged up or unprogrammed psynergies that look like they could be upgrades of other psynergies.
With some of the you could make new psynergies, like the 4 spirals one for a mind blast attack.
The four spirals spynergy actually looks very well programmed, shame it doesn't have any sound... But it could be used as some type of hipnosys psymergy, no? Well, when we get the text editor running we can make whatever we want with those animations.
Yes, this is true. Anyway, it looks like we each have gone into great depths to search for animations, which is nice. Anyway, I think that the first animation in the video almost matched Star magician's attack, but is a slight variation of it... Planned Critical attack? Anyway, I have a good plan for how we might be able to program more weapon sprites. We give staves, ankhs, etc. Star Magician's attack animation, and the possible beta critical attack, so the attacking animations for those weapons can be used for new weapon... Making it possible for Scythes to be used.
Also, 178.4 can be something like Heat Leech, and 179.4 can be Deathball.
Have a nice day.
Edit: I agree with those psynergy ideas.
Oh yes.
Yup, I searched high and low but I believe there even more unused psynergies.
Also, why do you wanna put scythes in the game?
Well, I prefer Bows (Bow and Arrows), but... It is Role's idea, so you should ask her.
Have a nice day.
Bow and arrow? Only by using Vengeance unleash and the A??? psynergy... :p
I wonder why they didn't add regular rpg weapons like spears and poles for instance. And scythes yes, it looks like a good idea. Although adding ranged weapons seems rather...Impossible. Or maybe not. Depends on what Atrius finds out about battle routines and scripts...
Or if you know someone who programmed golden sun TLA.
And my website is new so it's small and has olny one member, me
there's a funny Pikachu death vid on there, he gets slapped ALOT for 2 mins.
Well, even if you knew someone who programed TLA, what chances are that he would help hacking it?
*goes to check out MegaDarkNero's site*
Quote from: Sajin on 07, November, 2009, 02:58:38 PM
Yup, I searched high and low but I believe there even more unused psynergies.
Also, why do you wanna put scythes in the game?
Scythes and spears both make an appearance in the original Golden Sun games. As such, we have precedent for such weapons. Menardi and Karst both wielded Scythes. Pretty much every single guard NPC had a spear. This is why I used scythes and spears as the other two weapon options.
I did not use bows for one big reason: The attack animation is "run up and hit the thing". That's really stupid to do with a bow. Instead of pulling my hair out trying to make bows work, I figured "screw it, bows can stay the hell out of my hack". The arrow psynergy may show up as a field psy, but I know not of any way to totally change what animation is used for attacking when one specific kind of weapon is used.
Spears and Scythes are easy to implement. Just make weapon animations for them, and treat them as any other weapon. All we need then is to figure out how certain equipped items change which animation is used. Thus, assign the appropriate animation augment to the item and BAM! Implementation.
Quote from: Role on 06, December, 2009, 08:39:49 AM
Quote from: Sajin on 07, November, 2009, 02:58:38 PM
Yup, I searched high and low but I believe there even more unused psynergies.
Also, why do you wanna put scythes in the game?
Scythes and spears both make an appearance in the original Golden Sun games. As such, we have precedent for such weapons. Menardi and Karst both wielded Scythes. Pretty much every single guard NPC had a spear. This is why I used scythes and spears as the other two weapon options.
I did not use bows for one big reason: The attack animation is "run up and hit the thing". That's really stupid to do with a bow. Instead of pulling my hair out trying to make bows work, I figured "screw it, bows can stay the hell out of my hack". The arrow psynergy may show up as a field psy, but I know not of any way to totally change what animation is used for attacking when one specific kind of weapon is used.
Spears and Scythes are easy to implement. Just make weapon animations for them, and treat them as any other weapon. All we need then is to figure out how certain equipped items change which animation is used. Thus, assign the appropriate animation augment to the item and BAM! Implementation.
But bows could be put into the game (100% unlesh rate but weak atk boost)
That would work, but the only problem is that they would not get any different animations for unleashes (not to mention the text). It could work if we become well versed in the ways of ASM.
Have a nice day.
Quote from: MegaDarkNero on 06, December, 2009, 10:26:47 AM
Quote from: Role on 06, December, 2009, 08:39:49 AM
Quote from: Sajin on 07, November, 2009, 02:58:38 PM
Yup, I searched high and low but I believe there even more unused psynergies.
Also, why do you wanna put scythes in the game?
Scythes and spears both make an appearance in the original Golden Sun games. As such, we have precedent for such weapons. Menardi and Karst both wielded Scythes. Pretty much every single guard NPC had a spear. This is why I used scythes and spears as the other two weapon options.
I did not use bows for one big reason: The attack animation is "run up and hit the thing". That's really stupid to do with a bow. Instead of pulling my hair out trying to make bows work, I figured "screw it, bows can stay the hell out of my hack". The arrow psynergy may show up as a field psy, but I know not of any way to totally change what animation is used for attacking when one specific kind of weapon is used.
Spears and Scythes are easy to implement. Just make weapon animations for them, and treat them as any other weapon. All we need then is to figure out how certain equipped items change which animation is used. Thus, assign the appropriate animation augment to the item and BAM! Implementation.
But bows could be put into the game (100% unlesh rate but weak atk boost)
No, that STILL requires an entirely different animation to be added JUST for bows and their unleashes.
Hm... When we can add animations, then this should not be too hard, right? Oh well, I shouldn't say much right now, at least not until I add animations into Superstar Saga (different programming, but playing around with scripts in both).
Have a nice day.
Quote from: Role on 06, December, 2009, 08:39:49 AM
Quote from: Sajin on 07, November, 2009, 02:58:38 PM
Yup, I searched high and low but I believe there even more unused psynergies.
Also, why do you wanna put scythes in the game?
Scythes and spears both make an appearance in the original Golden Sun games. As such, we have precedent for such weapons. Menardi and Karst both wielded Scythes. Pretty much every single guard NPC had a spear. This is why I used scythes and spears as the other two weapon options.
I did not use bows for one big reason: The attack animation is "run up and hit the thing". That's really stupid to do with a bow. Instead of pulling my hair out trying to make bows work, I figured "screw it, bows can stay the hell out of my hack". The arrow psynergy may show up as a field psy, but I know not of any way to totally change what animation is used for attacking when one specific kind of weapon is used.
Spears and Scythes are easy to implement. Just make weapon animations for them, and treat them as any other weapon. All we need then is to figure out how certain equipped items change which animation is used. Thus, assign the appropriate animation augment to the item and BAM! Implementation.
Now that you mentioned, it seems easy enough. Also, why not use the same way for bows? If you attack normally it will strike the enemy in melee style but bows also bestow the psynergy "Strafe", or something like that, to "cast a arrow created by psynergy". Just an idea.
Quote from: Sajin on 10, December, 2009, 12:26:42 PM
Quote from: Role on 06, December, 2009, 08:39:49 AM
Quote from: Sajin on 07, November, 2009, 02:58:38 PM
Yup, I searched high and low but I believe there even more unused psynergies.
Also, why do you wanna put scythes in the game?
Scythes and spears both make an appearance in the original Golden Sun games. As such, we have precedent for such weapons. Menardi and Karst both wielded Scythes. Pretty much every single guard NPC had a spear. This is why I used scythes and spears as the other two weapon options.
I did not use bows for one big reason: The attack animation is "run up and hit the thing". That's really stupid to do with a bow. Instead of pulling my hair out trying to make bows work, I figured "screw it, bows can stay the hell out of my hack". The arrow psynergy may show up as a field psy, but I know not of any way to totally change what animation is used for attacking when one specific kind of weapon is used.
Spears and Scythes are easy to implement. Just make weapon animations for them, and treat them as any other weapon. All we need then is to figure out how certain equipped items change which animation is used. Thus, assign the appropriate animation augment to the item and BAM! Implementation.
Now that you mentioned, it seems easy enough. Also, why not use the same way for bows? If you attack normally it will strike the enemy in melee style but bows also bestow the psynergy "Strafe", or something like that, to "cast a arrow created by psynergy". Just an idea.
...Because that's NOT HOW YOU USE BOWS. Let me explain something to you, in plain english. The attack command consists of an animation where YOU RUN UP AND HIT THE ENEMY.
Tell me: how the hell does that make sense WITH A RANGED WEAPON LIKE A BOW? Also, like I've already said, you'd have to make an entirely different animation argument EXCLUSIVE FOR BOWS. Plus, if you give them strafe, they cannot bestow ANY OTHER psynergy. Effectively becoming a piece of crap weapon type.
Well, it is not possible right now, but it could be in the future, so... Lets just agree to disagree for now, before we get to be too off topic.
Also, it seems that changing the attack animation in the editor does not do anything, so there must be something more to it, which means that it could be possible eventually (not now though).
Have a nice day.
Quote from: Role on 10, December, 2009, 01:06:09 PM
Quote from: Sajin on 10, December, 2009, 12:26:42 PM
Quote from: Role on 06, December, 2009, 08:39:49 AM
Quote from: Sajin on 07, November, 2009, 02:58:38 PM
Yup, I searched high and low but I believe there even more unused psynergies.
Also, why do you wanna put scythes in the game?
Scythes and spears both make an appearance in the original Golden Sun games. As such, we have precedent for such weapons. Menardi and Karst both wielded Scythes. Pretty much every single guard NPC had a spear. This is why I used scythes and spears as the other two weapon options.
I did not use bows for one big reason: The attack animation is "run up and hit the thing". That's really stupid to do with a bow. Instead of pulling my hair out trying to make bows work, I figured "screw it, bows can stay the hell out of my hack". The arrow psynergy may show up as a field psy, but I know not of any way to totally change what animation is used for attacking when one specific kind of weapon is used.
Spears and Scythes are easy to implement. Just make weapon animations for them, and treat them as any other weapon. All we need then is to figure out how certain equipped items change which animation is used. Thus, assign the appropriate animation augment to the item and BAM! Implementation.
Now that you mentioned, it seems easy enough. Also, why not use the same way for bows? If you attack normally it will strike the enemy in melee style but bows also bestow the psynergy "Strafe", or something like that, to "cast a arrow created by psynergy". Just an idea.
...Because that's NOT HOW YOU USE BOWS. Let me explain something to you, in plain english. The attack command consists of an animation where YOU RUN UP AND HIT THE ENEMY.
Tell me: how the hell does that make sense WITH A RANGED WEAPON LIKE A BOW? Also, like I've already said, you'd have to make an entirely different animation argument EXCLUSIVE FOR BOWS. Plus, if you give them strafe, they cannot bestow ANY OTHER psynergy. Effectively becoming a piece of crap weapon type.
No need to get all worked up on an idea that I though up out of the blue. I just remember something familiar that I saw in a mmorpg and said it. Sheshh...
No need to get worked up? You should know by now how much I hate repeating myself. Especially because I'd pretty much JUST SAID it.
Yes, I know. But if you're repeating yourself over and over how about just ignore the person? Either way, just ignore the idea if you don't like it. On the other hand, I like the idea and may polish it up and implement it on a hack.
Which one? The spears and scythes idea? Or the Arrows ones? Because it's going to take an epic feat of coding to get Bows and Arrows to work properly.
Whatever it takes, I will be willing to work on it (of course, I am busy with Superstar Saga, so it will be a while). Since some time in June or July, I have wanted to try to implement ranged weapons, so I could give it a shot. My goal would be to create a duplicate of "Attack" through coding, which uses a different animation. Of course, we already know that changing Attack's animation does not actually change it completely, so we will have to wait for the script/function(s) that use(s) it to be found. When it is found, it can be duplicated, and the duplicate can be assigned a different animation, which will be unchangeable as well. This second animation could work for some ranged weapons... It might be best to have a few duplicates when possible so there can be different ranged weapons than just bows, like javelines, special (scripted) axes (throwing axes), and even explosives (for my hack anyway, but just a few). This might be a bit difficult, since I have tried copying scripts before and their flags normally seem to be broken (or the script does not work properly).
The animation is either assigned this way, or so that each weapon has a built in index, where their animation is chosen... This is much more unlikely though, looking at how similar items and equipment are programmed (unless the index includes all items, but only shows it if they are made into weapons). Atrius will have to tell us for sure.
Oh yeah, Role? Scythes might be able to be implemented with what we currently have, but it would look a bit odd for a Spear to be swung at somebody, because spears are normally used in a thrusting motion (either above arm or below arm is fine). All of Golden Sun's other weapons use the forward swing animation.
Now we are WAY off topic.
For my hack, I am planning on using the possible animation for "Charm", with the hearts. In fact, I think that there was a djinni that had a similar effect... Could you please give me the animation and argument for "Charm", since I am planning on trying to implement Charm into the game... I will talk about it in one of the other topics.
Have a nice day.
Go make a topic for trying to figure that out. Let me know if it works. And if it does, how you did it.
For making Charm, or copying the attacking script to change animations? The Charm idea I can probably do, the other one will require me to at least have some knowledge of Golden Sun's data, and I do nto know too much of it (nor do I want to, since I am still doing lots of work with Superstar Saga, and soon its sequels). However, I can try it in the future, maybe.
Have a nice day.
I meant Bows and Arrows, though. Charm seems simple enough... it's got a chance to do the same thing as Mold I figure.
AH, Mold! Thanks, that was the djinni that I was searching for! Also, for adding Bows... This will definitely take some time, and might be safer to duplicate the script... With ARM? I am still learning a lot about hacking binary files. When I know how to safely duplicate scripts and functions, as well as getting them to work, then I can start working with Bows and Arrows.
Have a nice day.
Since nobody asked about that yet, and I seem to not be able to find the answer myself...
Here's a question, guys - what's the number of that Burst-ish psyenergy animation in that youtube video posted at the beginning of this thread? Can't figure it out by myself, and It would be nice to know where it is, considering I'm testing now how some psyenergies will work with different animations.
Thanks in advance,
~Roa
EDIT: Thanks a lot. And I'm more than happy to know that Golden Sun hacking isn't dead yet.
Oh that's animation 165 argument 4.
It's not dead, just moving at a crawl. We've done almost everything we can until the next release of the editor.