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Topics - Drake baku

#1
Hello everyone,

So as the title indications I want to request some help for my rom hack related to animations.
I am currently working on Golden Sun 1 and have added a lot of new abilities.

Off course I want to be as versatile as possible with animation usage and while I am perfectly aware that Sala recently updated his Animation catalogue to include unused variations Salanewt Animation Cataloge
I have to admit that without being able to visually see it in use, I have a hard time grasping them based on description or snapshot alone...

and seeing there are no youtube clips showing unused variations or monster skills (that I can find) I end up having to ask for help from others    :medal:


Ill be listing all my abilities with name and information that I think is useful to give you an impression of what I look for, even those I already think I got something good for, to see if you all agree or would have an better suggestion in mind.

Option wise I am fine with any animation, unused ones, monster skills, weapon skills and existing psynergies.
I mostly want to have a good spread of animations instead of like 3 times using the same one for 3 different abilities (lines) so having some reused is not the biggest of issues if the animation is a good match but yeah there is something like too much reuse and classes having access to abilities that share the same animation which naturally does not look as nice    :medal::Sweat:
Also I cant say I find the descriptions on the wiki's about monster ability visuals to be as clear as well...

I have to be honest, I am not so far as to have considered Unleased animations to be set (for new or altered weapons)


EDIT:
I realized, like with Unleashes, I have not confirmed which monster skills have been cut and if any of them have any animations to them (most I know that were cut were those that do nothing)
anyway as I already have the idea for one psynergy to share the same animation as one unleash (unless someone has an opinion about an better one) you can feel free to just list all ideas regardless of use on monsters and weapons
Also I confirmed the following psynergy animations to be unused in my current list
dull
weaken
impair
impact clone
Impair clone
regen


Opinion suggestions?
[spoiler]
:VenusStar: Tremor Line Yeah I took gs2's tremor and made it into a full line already available in gs1, through without its utility effect...
Ive went with Quake's animation for this one (quake is removed so its a free grab)

:MercuryStar: Ice Rain it rain massive hail chunks, Prism is removed so this one uses this animation

:MercuryStar: Bubble bubbles are created that hit and hurt enemies... with Froth removed, Bubble takes its animation

:MercuryStar: Fog set Fog as the name implies is fog based, so I figured Delude animation would be fine

:VenusStar:  :JupiterStar: Angel Cure, Cure Toxic some simple clear status and poison ablities, use the same animation as cure poison/ restore, I very much doubt anyone would disagree with these  :Sweat:
:JupiterStar:  :MarsStar:  :MercuryStar: Angel bless, fenix, life water they are all revive versions, I could look for that different colored revive animation patch, through I need to confirm where they put these and how many of the unused animations I got to link to unused lines to judge if I even have enough space for that patch...
:MarsStar: Armor Smith buff defense so... guard animation XD (also its the only psynergy which has that animation)
:JupiterStar: Angel Guard buff element resist... so yeah Ward animation

:JupiterStar: Slayer an psynergy made to slay XD
I took an unused animation (dagger Rain) for this one

:MercuryStar: Water Star an water version of shuriken, I feel that shuriken itself would be good enough unless there is an alternate color version that has more watery shuriken's XD

:MarsStar: Sword Dive Yeah Ragnarok has been turned into an Mars psynergy with a new name XD

:NeutralStar: Rainbow Monster skill to instantly recover the monsters entire PP pool, using the unused animation Element Harvest (its a mini boss type monster so something this OP'd felt right)

:JupiterStar: Aura Gauntlet an aura made gauntler to slam the target hard, so I figured brute force would work
:JupiterStar: Gravearm an aura made full arm armor to hit a target with HARD, As such I felt Truncheon fist to be a match

:JupiterStar: Aura Sword aura made sword, I figure rapid smash/ Slice animation

:JupiterStar: Aura Claw aura made claw to attack with, I figured Bear claw works well

:MarsStar: Sacred Ash sacred ashes are thrown to the target, considering nothing else really works I went with for Smoke Bomb

:MarsStar: Beal Furry you could consider this a summon of sorts, yet instead of a god, you summon the demon lord Beal, as such I feel that Outer Space works well, afterall it actually does not show the Fusion Dragon but it does show the purple flames that come down with that dragon ^^

:MarsStar: Firebreath underdeveloped version of Firebreath in gs2... it makes sense for it to use firebreath
:MarsStar: Hell Hound precursor of Cerberus, so I figure an firebreath type animation like the cerberus releases
The difference between those two will be the angle of the camera when used, Firethrower will use the 128 value to set the camera to face the team when using firebreath
while Hell hound will have the camera behind the party (and thus why we dont see the Hell Hound, hiding in the parties shadow)

:NeutralStar: Dragon Blood an self healing ability, only acquirable with the right very rare drop, I figured Recovery would be a good animation here


[/spoiler]

Help request
Doubt group
[spoiler]
:MercuryStar: Holy water as on the box, douse an enemy with holy water, too bad there is no monster attribute in the game or this ability would deal 3x damage to undead and demons, but yeah animation concept is as you can imagine, I think I could use douse but im not sure...

:MarsStar: Molten Metal line psynergy made molten metal is poured on a target, I personally think along the lines of Volcano line, Molten Metal is unique to a single class which lacks volcano so it could work

:MarsStar: Copper Ore line pretty much like Molten metal but with heated ore instead of liquid metal, I guess I could use Blast animation (Mad blast line) for this line, as its not used by the only class that can use the ore line, but yeah.... not that certain its a good match


:MarsStar: Devils Deal an little gimmick I noticed with orb based animations is that they are really influenceable on caster to target, you could take an orb based animation and aim it at a group and the orb scatters among the targets, aim at a single target and all the orbs come together on that target, target an enemy, the orbs go to the the enemy, target an ally and the orbs move out and return towards said ally
I have came with the idea to use Drain animation's orbs for this one
its a self target so the orbs will move out from the caster and move back to the caster, healing 7% PP
I however am a bit in doubt if Drain did or did not put the target in his/ her "get hit" pose...

:MarsStar: Force never understood why Force was not useable as offence ability... so I changed it, I picked Heatwave animation cause it feels similar vibe wise but yeah with Force being an bestow type psynergy... you can easily grant it to the heatwave user so I kinda feel this might need a revisit?

:MarsStar: Hammerforge slamming a target with an forge hammer, I think... forcible arm??

:MercuryStar: water Dragon line originally this could be considered a water form of Fume, however the dragon moves in a straight line more, the first is simple, the second has heavy currents spinning its bacy behind the head and the last is massive
only thing I can think off is... Water breath..

:VenusStar: Toxic Sand sand that contains poison is shot, I figured Acid breath would work
:JupiterStar: Poison Air Air that is poisoned is released, Again Acid Breath is the go to one, I made sure not one class has access to both, but seeing I wanted as little as possible reuse... I am a bit iffy still...
[/spoiler]

doubt cause of djinne related animations
[spoiler]
:VenusStar: Rock Wall rising the ground in front to create a defensive wall, I think granite as animation but need to be sure the djinne itself wont be shown

:MercuryStar: Avoid Yeah combat form here as well XD, to avoid better in battle, one boost one's agility XD
Maybe Tonic if the djinne itself wont show

:MarsStar: Weapon Smith an weapon smith can boost the teams weapons... Forge without the djinne?

:JupiterStar: Aura Shield an shield made from solid aura to take a blow, I think Breeze djinne?


[/spoiler]

full help request group
[spoiler]
:VenusStar: Land Divide land divide, as its name states, would split the land into two, making it harder to move and thus lowering agility.
In a sense I could use Quake animation here as well, but it is shared with Tremor line in 2 classes...

:VenusStar: Grand Forest grow a forest that steals life...
item bestowed psynergy so everyone can learn it, in a sense I could use something in thorn's line but as its an bestow... that would make it too easy for it to be useable by someone using thorn line....
too bad I cant use Cybele's vines without the toad god XD

:MercuryStar: Cold Line an precursor of Cool basically... weaker and underdeveloped.. As the cool line does not exist I made this weaker version but naturally its animation, while it can differ, should still hold a bit of a candle to the concept it came from...

:MarsStar: Cremate an evolved form of Sacred Ash, meant to burn a target...



:MarsStar: Flame Arm inspired by something I had seen on tv XD, the user covers their arm with flames and slams into the target hard, I could take a guess at Helm Splitter but... I feel there has to be an better option

:JupiterStar: Backstab Yeah I pulled Bakcstab into gs1 as well XD
it is weaker as well then the gs2 version cause of the lack of animation, I guess I could use quickstrike but like flame arm, I cant help wonder if there is not an better option out there

:MarsStar: Call Devil precursor of call demon, since you cant summon in gs1 I feel I need something to give the idea of an devil that attack from the shadows or something
I could try vorpal slash if only there was a red option of it... but even then I cant help wonder if there is not an better option...

:VenusStar: Call Skeleton precursor of... I think it was call zombie XD
same issue as Call Devil... I really dont know with this one, something skeleton based at least XD

:MarsStar: Fume I should first note that this too is an precursor and thus weaker and everything, only the first form shares its name with the later one, the others are named differently
but yeah you can imagine how hard it is for this one to have any good animations...
Fume itself has to be weaker and I guess maybe instead of throwing it, you can imagine a weaker one to be more up close and personal so I guess we could look into unleashes?
its development based on names are "snake Fume" and "red fume" to be replaced with Serpent and Dragon respectively, so if that helps a bit?
It should also be noted that there are 2 different paths Fume can develop, the other is basically 2 fumes at the same time
and as final both fumes compressed back into one focused one that explodes on impact

:JupiterStar: Funnel the idea in my head is an long thin tornado from the users palm directed to a single target, hitting them with the force of an tornado in the chest...
I am almost 100% certain that such an animation does not exist in gs1, in gs2 there is something more similar but... yeah wont help here XD

:JupiterStar: Breaker an close range attack that breaks status buffs, fun little fact in gs2 this will evolve into an ability I love to call Rassengan  :JupiterDjinni:

:MercuryStar: Aurora Field heal and revive the team, would love an aurora borealis like effect XD

:VenusStar: Rock Shield an rock lifted from the ground to act as a shield for one turn

:MercuryStar: Blood Point water control on the users own blood to boost reaction ability and thus agility

:JupiterStar: Angel Wings wings made of light allows the user to fly and act twice next turn
only thing I can think of is Soothing Star but I am very much certain that wont really work...

 :VenusStar: Burial line the concept is that the target(s) are pulled under or buried by other means

 :MarsStar: Laser line precursor of Beam, you can imagine what a laser looks like XD

 :MarsStar: Great Heat precursor of raging heat line... I can take one of the blast animations, have to check if they conflict so I am hoping a bit more for something better

 :VenusStar: Carry useful in battle cause it can stun is the idea, but not sure what kind of animation works with the idea of stunning a target by holding them in the air

 :JupiterStar: Angel Glow an evolving psynergy, the first one glows to hurt all with a delude chance, second stage Angle Light and Angel beam are in a way laser like but instead of heat they are more like holy light or something, making them perhaps a bit easier but.... yeah

[/spoiler]

Spread Animation Lines
Lines where each ability has different animations and with it different imputs
[Spoiler]
-Dont know :JupiterStar: Vacuum Point an specific point where air is compressed by an vacuum of air, I am not sure about this one's animation, I guess Confuse animation? I really dont know
-dont know :JupiterStar: Vacuum wall an vacuum is generated that it shapes a wall that slams into the enemies
-dont know :JupiterStar: Vacuum Blast Vacuum pressurized so much at a single point it actually causes an explosion

-Doubt :JupiterStar: Darkthunder black thunder is released from the user's arm, as such I think numbing sting but i am not sure
-Dont know :JupiterStar: DarkStrike an black thunder strike from the sky
-doubt :JupiterStar: Electrocute up close and personal, you touch the target and electricity electrocutes them from within, I could use stun voltage but I wonder if its not too... weak for a 3e stage psynergy with the potential of insta fell

-Doubt :MercuryStar: Snow snow falls on the target, this version could use break animation??
no classes with Snow has access to break but still not sure
-opinion :MercuryStar: Snowflurry an more directed snow based attack, so I thought Ice breath?
-opinion :MercuryStar: Whiteout final stage and using the unlease animation Blizzard

-Doubt :JupiterStar: Fresh Breath yeah no name change, just a direct grab from DD XD, I wanna say Zypher Djinne if the Djinne wont show??

-Doubt  :JupiterStar: Shock Palm the user is electrically cloaked and strikes the target physically at high speed, I think bone charge? (color has to be yellow or orange)
-Doubt :JupiterStar: Spark Dash pretty much the same as Shock palm, but stronger so maybe... Onslaught?
-Doubt :JupiterStar: Raiky Slam again an upgraded, so... Dynamite??

-Doubt :MarsStar: Blue Flame an flame cold as ice, a blue flame, Mystic flame might work? through I wonder if there are any better options?
-Doubt :MarsStar: Cold Flame an very cold blue flame, following the color pattern and size of.... I think... Deadly gas?
-Doubt :MarsStar: Frozen Flame blue flames so cold they are both frozen and flaming at the same time, maybe... Dragon Diver? feels like an upgrade from Cold flame's animation

-Opinion :VenusStar: Undead Spirit the precursor of the Undead Curse line from DD, weaker again off course XD
-dont know :VenusStar: undead ghost precursor again of undead gloom this time, I guess.. haunting??
I figured since there is no matching animation, that Undead Sword animation would work
-dont know :VenusStar: Undead Wraith again precursor..
[/spoiler}

other
the group for things outside animations I would like feedback on (well all could also have some animation feedback requirement but have other things I want to ask opinions and suggestions on )
[spoiler]
:VenusStar: lift figured ill make lift more useful by giving it an in battle effect, the idea is that you can lift cause lift boosts your strength, so an attack boost, so likely Impact animation but tbh I am not even that sure I want this effect to begin with but what else would make sense?

:JupiterStar: Air Shell set In general I think about this one boosting elemental resist, but I could say defense might also work... not fully sure...

:JupiterStar: Psyseal, Time Rend the first is as stated, the latter is an stun, yet for some reason in my notes I see I have picked the animations as follow
Psyseal uses the Confuse Animation
Time Rend uses Bind animation
I can see them both work but also wonder if it might not be better to switch them around?

:MercuryStar: Leech, Drain Fang Leech is meant to be a bite attack that steals PP while Drain Fang is an bite attack that steals HP, they will have evolved forms in gs2, each turning into an full 3 psynergy line
one thing is, I know there is an monster skill called Drain fang, so I am a bit conflicted with the name issue there to begin with
(the evolved forms for Drain Fang are "blood drain" and "life drain" so either this one needs an new but matching name or the original drain fang needs a new name XD)
(to match, the leech line will become "Plasma Leech" and "Spirit Leech")
but I also got the matter of there being 3 draining type bite attacks (Drain Fang, Vampire Fang and Cannibal Fang) so which would be better for which...

:JupiterStar: Angel heal Line tbh this is an healing line so I dont even know why I am not just using one of the other ones, but which would be best or would there be an better one

:MarsStar: Aura Share line precursor of the Aura line, so yeah same as the Angel Heal line, its an healing based line, I think there might be something useful for it in the unused variants but im not sure, I could also use some various Animations like Berserk, Spasm and Recover but I am very much in doubt... so yeah...

:VenusStar: green wood line an other precursor, the elder wood set will become a line and this is the precursor, since you cant summon it, I am looking for something ground/ plant related that can be considered an healing animation... all i can think off is Worms...

:MarsStar: warming body an psynergy to forcefully warm the body, boosting agility, at least that is the idea, other suggestions would be nice to play around with
I am also unsure of the animation, I think Berserk cause of its glow but yeah... maybe something better exists...

:VenusStar: Earth Scan a tricky ability, in general it works like reveal but also gains an combat function, all I can think off is an buff on agility (earth scan shows the true terrain so the adept can move across it easier) but im not so sure
and I also dont really know any animation for this one...

:MercuryStar: Aqua Orb the user covers herself (individual person class only) with water in an orb form to protect herself from damage for 1 turn, I think Reflect but I am not sure?
also what would people thinj
Water Orb or Aqua Orb
which name is better?
[/spoiler]


EDIT: 2 edits, 1 for clarity, if its an psynergy line (3 or more, or branching) I have marked those as a *name* line
if its a set (two psynergies, such as ward), it will be marked as *name* set
all others are either stand alone or one of those evolving psynergies (such as heatwave or ragnaroc)
2
all abilities listed here are psynergies unless stated (such as with Rainbow, being stated as monster skill)
I found I have forgotten some psynergies
water wall = Merc, an team defense raising psynergy, naturally this would fit best with guard animation (Opinion)
ice pick = Merc, an single offence attack, close range attack (imagine adding ice spikes on the weapon while attacking), a simple attack animation would be nice (it also is meant to break through defenses, which is not a real effect so I figured, break effect XD) (help request full
artic dust = merc, a precursor to diamond dust, I feel an more dust based concept would be a nice fit as a much weaker and lower version help request full
#2
Misc. GS Hacking / Class Type settings
05, May, 2017, 03:04:22 PM
Hey everyone I have a question
for my Golden Moon Project (to which i was surprised not to have a single remark of curiosity XD (not that it matters so dont feel guilt or anything))
I decided to add a few more classes
most I have made by overwriting the original ones, so type and djinn settings were easy enough to work with, even splitting the symbiotic dual classes like Brute into separate cases (gravedigger for Michael (garret) and Demon for Damian (Venus Adept)), all worked out fine

But the 4 new lines are giving me trouble
as we all know, taking examples from the base game
Ninja require's 3 symbiotic and 3 jupiter
while Samurai require 4 symbiotic and 3 jupiter

side note: I made it so that both path's can be used with the bare minimum (1 symbiotic, 1 jupiter / 2 symbiotic, 1 jupiter)

but while test playing it to find oversights and such I became a little bugged that it only worked with the jupiter side
so I made 2 class lines with mercury
using 2 symbiotic djinn and 1 mercury for the lowest stage
looked up on the types in the games data for the types best fitting

but when i tried it out in the game, it did not work as it should
for the mars venus pair, it did not show at all
and for the jupiter mercury pair, it seemed to have traded places with the normal style (example:
sorcerer costs 2 symbiotic and 2 mercury
while i wanted spirit seer to cost 2 symbiotic and 1 mercury
but those two have traded djinn costs)

and with the 2e pair of new classes
i wanted to make 2 quatro class, one for the jupiter char and 1 for the mercury char
i set the djinn set up as 5 for the characters natural element and the rest got 1
also here i guessed on the required type and during the test
they did both got access to the class for them, but the djinn requirement was all messed
they seemed to require 2 djinn from one of the other elements, forgot which was through, but yeah instead of 1 symbiotic and 1 of each of the non symbiotic types it became 1 symbiotic, 1 non symbiotic and 2 of the other non symbiotic


these djinn counts did not add up one bit, so i figured I messed up with the type
changed it to my second guess, and now non of the new classes show up
as that I had completely forgotten which ones partly worked to top it of...

I figured to take a brand new look on how it works with classes of how it works with the original and came to the conclusion it may have to do with the way the game priorities the elements for classes

I know Atryu (did I type it correctly) had researched this quite a bit, but I for the life of me cant find that entire topic no matter how I search for it

I dont know if anyone knows anything about this, either how to fix this or the topic that had listed this situation (though I dont remember any remarks about tri elements, I think his research only counted for dual types?)

----------------------

knowing my talent in explaining things clearly is bad
recap in short:

looking for the class type setting for the following:
-Venus/ Mars Adept : 2 symbiotic djinn plus 1 mercury
-Jupiter/ Mercury Adept : 2 symbiotic djinn plus 1 Mars
(in order to compliment the already existing 2 symbiotic + 1 Jupiter for mars/Venus
and 2 symbiotic + 1 venus for mercury/ mars)

-Jupiter adept : 1 mars + 1 Venus + 1 Mercury
-Mercury adept : 1 Mars + 1 Venus + 1 Jupiter
#3
Misc. GS Hacking / Golden Moon
23, April, 2017, 07:47:00 AM
hey everyone,
good new's
I FINALLY SUCCEEDED

currently I am playing the game to explore oversights and such, had to make a few fixes already (removed 2 weapon powerups, one resulted in always unlease (which was odd with a total of 45 rate (2 items granted 5 critical) so i removed the one i had on the weapon itself), the other was xPP recovery, which did not worked the way i hoped it would
plus oversights on psynergy levels and class stat growth)

but during my tests I noticed something off
I made the rat drop an item for a item set
as such I figured to use the RNG trick (ending on 31RN)
but no matter what I try, it does not seem to work

I am trying to play on my phone using the app Johnemulators My Boy
does anyone know why I cant seem to get the RNG to work, or otherwise know of a cheat to enforce drops?

once I tested it all, incl drops, then I will make/ finish the change log and share it
afterwards I will start on the lost age version as follow up (already took notice of data transfer for items ^^)

for those curious, I can list a few undetailed changes I made ;)

EDIT: almost forgot, after testing I likely will do one final round of editing, text to fit the changes and perhaps even character build up XD
(on that note, does anyone know how i can make it so that even the player character can speak?)
#4
The Classic GS Editor / Change a djinn to fight it
20, April, 2017, 04:35:51 AM
I have a question
Is there a way with the editor to change it so that i can make Bane (golden sun 1) into a djinn you have ti fight?
I want to make use of the unused venus djinn battle data

If not by editor, is there an other way? (if by hex, please give me a atep by step cause laat time i tried to hex rdit, i ended up not getting the game to play when i had to pick a name, and that was witj a graphic change that had nothing to do with that scene so....)
#5
The Classic GS Editor / Error message
15, April, 2017, 01:59:34 AM
Hello all, long time no see

a few weeks ago I started up on my old project, starting from scratch after having learned from past mistakes that corrupted the file beyond fixing (which was one of the reasons I stopped, having to take a break, not feeling like redoing it al again, but my own life also got in the way as time passed)

anyway, I have been working on my wife's old laptop at first, windows 10, outdated laptop in general
it worked perfectly, finally got all the classes to work as they should
but we both got a new laptop as mine old one pretty much died (it works but each time i shut down a program it loses files, data and such (broken harddrive)) and her old one was on its last straws (the editor being one of the few things it could still handle)

But here comes the problem
On my new laptop, also windows 10
Yesterday during editing I kept having an error message each time I wanted to change one of the images for items and psynergy's
but with the press of ignore it continued working, it just had issues with loading random images (being select-able and functional but just showing the image)
knowing the images by heart I could work with this, no problem

BUT, today it took a turn for the worst, No matter what I do, what compatibility mode I try and so on
I keep getting the same error, and this one does not allow the editor to work by pressing ignore....
all I can do is press abort

the error is

ERROR in
action number 1
of Trigger Event: Trigger0
for object obj_stresstest:

Error defining an external function.

does anyone here know what to do and what is causing this in the first place?
I doubt its a compatibility issue seeing my wife's old laptop, where it worked fine, and my current laptop are both windows 10
but at any rate, I am already getting sick of my new laptop like this and feel like I am forced to abort the project again all over (and seeing the list of projects I started but never got to finish due to being to large (mostly is with written projects) or technical issues like this, I really want to finish this one as its just getting longer and I am more and more getting annoyed at my bad luck with computers)
#6
Creative Works / Crystal tier's
08, May, 2013, 09:02:42 AM
read that there are no crystal basic tier's yet, i have one character on my work's here that is a crystal user, so i figure if there are non yet, then please allow me:


Crystal → Crystallize → Crystalizer (range, basic)
Crystal → Crystallize → Crystaltower (Power)
Crystal → Crystallize → Crystalwave (Effect)
Crystal has 2 field uses, depending on the location where it can be used (if in game), the small spot's will create a small crystal spire (or gem, depending on the puzzle) to indeed reflect light, the bigger spot's can create a crystal pillar that can be walked on (both giving way to a lot of puzzles ^^).

in battle: crystal creates a small crystal rock under the enemy, target 1, power (something like quake?)
             crystallize same but range 3 and more power, around quake sphere (yes the second version will be learned around lvl 18)
             crystalizer the animation will even cover the enemy and shatter, range 5, power..? (learn at lvl 42)
             crystal tower will launch the enemy high in the air, stand there until the enemy fall's back and shatter hurting the enemy double on impact ^^, range 1, power (double that of the other 2)
             crystalwave animation (and in RP) will change the battlefield into a crystal cave with spikes, dealing small damage (around same as a lvl 10 ability, but on all enemy's as that it will deal damage afther each enemy attack (like sandstorm or hail if you played Pokemon)


beside these i have a few other crystal psynergy's, but this is the basic tier i thought off
any comments?
#7
Creative Works / my GS character bio's
05, May, 2013, 07:30:25 AM
the first was made mostly for the RP, but using self made classes and such i was working on for a while, my fav is the one i used for the RP
going to place all those classes with fixed characters for each class here ^^






Name: Drake Baku
Age: unknown (thinks he is about 21)
Gender: male
Home: unknown
Description:  About average in height and build, has dark brown hair with a red streak and yellow eyes, with a big  scar next to his right eye.
Demeanor: Trustworthy, calm, willing to self sacrifice but might seem a bit detached
Personality: having lost his memory's, he See's everyone that is even a bit close to him, or just generally around him as more important then his live, he only breaks a promise if he has a good reason, trough training and harsh experience's he has lost the general sensation of fear, making him take high risks, however he is smart enough to calculate the risks before taking them.

Build: Warrior
Element:  Jupiter
Class: Aura Charge --> Aura Battery --> Aura generator --> Aura Turbine--> Aura Storm
Psy Groups: Bolt, Ray, Plasma, Thunderclap, Aura claw, Aura sword, aura gauntlet, aura shield, aura sense
Stat Layout:

HP: Low
PP: High
Attack: Average
Defense: Average
Power: Average
Resistance: Average
Agility: High
Luck: Average

Unique Psys:

Aura Sense - Same as Mind Read, but able to sense emotions as well.
Aura Claw - Jupiter Psynergy Claw's on both hands to attack with, single target. Power is Ragnarok.
Aura Sword - Jupiter Psynergy Sword extension on current weapon or user's arm. can cut bushes like whirlwind can in the game, single target. Power is blue bolt.
Aura Gauntlet - Jupiter Psynergy Gauntlet on right arm for very heavy fist attack with small chance of stun. can also be used as the force psynergy in the game, single target, added damage . Power is like destruct ray
Grave Arm - transformed version of the 'Aura gauntlet' covering his complete arm. transforms at 'aura turbine'. power is: ATK, SPD en DEF + 45. remains active until user deactivates it or uses Volt Release.
Aura Shield - Jupiter Psynergy shields on both arms, blocking most strait foreward attacks and able to protect Ally's that are close. user target, range 3. power is block all damage from frontal attacks (except defence breaking/ piercing, frontal attacks only)
Volt Release - transformed version of Aura claw WHEN Grave arm is active. Uncontrollable yet extreme powerfull Lightning attack hitting all in the area (including Ally's), however after use it drain's users pp by 50% of max, makes grave arm unusable for half a day. (as that he will never use it when Ally's are near). power is 1000 (like meteor summon on a enemy that is weak to it) (boss killing move)
Black Bolt - higher version of flash bolt, more power but more pp cost. power is 20 - 25 more then blue bolt.


Equipped with:

Weapon: Hunter sword [+28 Attack]
Arm Protection: Leather Gloves [+10 Defense]
Chest Protection: Leather Armor [+12 Defense]
Head Protection: Leather cap [+3 Defense]
Leg Protection: N/A

Inventory:  

Hunter Sword (equipped)
Leather gloves (equipped)
Leather Armor (equipped)
leather cap (equipped)
Herb x2
Antidote x1
family relic

Bio:
waking up in the burning ruin's of a small town in the middle of the road surrounded by body's, he remember's nothing about what happend or who he is, he looked around for something, anything, not knowing what, finding a dairy he took the name in it as his own, when clearing the dust, ash and blood of a rather big wound on his head, from his face at a small lake he noticed that there was something hidden in his clothes, still unknown what it is, he thinks it is some sort of family relic as he seem to have protected with his own body.
after traveling a while he was found by an old man that took care of him for a little while by teaching him about alchemy and being an adapt by some real harsh training, now, after the man's natural death he is roaming around.
#8
Introductions / Drake's intro
02, May, 2013, 08:53:52 AM
hello everyone, i only today noticed this topic (feel kinda stupid, been a member of more then one forum so not thinking about an intro area is kinda dumb for me XD)

well, still working on an mod, but not very active with it ATM

am more intreset ed in the RP section ATM, but have not heard from rolina about of my character is good or not yet...., so yeah XD

any questions BTW?

oh and sorry if my spelling is off, i live in Holland and my schools did not really cared about English it seems
(found the spell Check option, never mind then XD)
#9
Misc. GS Hacking / class type list
28, April, 2013, 02:24:58 PM
hey, i am new here, but started strait away with hacking XD

but i do have a question and cant find the answer with search

i am working on making my own characters and classes, trying to make the main character a jupiter adapt, but i have no idea how the type system works, which type is fitted to which character and how, i already noticed isaac and garret are 1 and 2, but the rest got me a bit dumb folded

so can somebody give me a full list of class types or something to help me pls?