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  Tremor line = yeah that was the plan, as you know I plan to make an continuing with GS2, so naturally GM's Tremor's line will be directly connected to GMA's tremor bit XD
 Tremor line = yeah that was the plan, as you know I plan to make an continuing with GS2, so naturally GM's Tremor's line will be directly connected to GMA's tremor bit XD Slayer = Yeah I missed up with the description and was hoping that the name would be enough
 Slayer = Yeah I missed up with the description and was hoping that the name would be enough Water Star =, yeah Shuriken also exists, so the concept or untagging that pallet linked flag
 Water Star =, yeah Shuriken also exists, so the concept or untagging that pallet linked flag Aura Sword and Claw = are indeed part of the same class so they will remain indeed XD
 Aura Sword and Claw = are indeed part of the same class so they will remain indeed XD Hell Hound = as discussed in discord, you really went off track here XD
 Hell Hound = as discussed in discord, you really went off track here XD Holy Water /
 Holy Water /  Molten Metal line = I am keeping douse and volcano, through if I am not mistaken Molten Metal, Lava Shower and Volcano are all in different classes, so I have to look into Douse x Holy water to ensure the classes at least does not have both or it becomes an issue XD
 Molten Metal line = I am keeping douse and volcano, through if I am not mistaken Molten Metal, Lava Shower and Volcano are all in different classes, so I have to look into Douse x Holy water to ensure the classes at least does not have both or it becomes an issue XD Copper Ore line = Copper Ore is an line and its the ray in an wind seers ray to plasma setup XD
 Copper Ore line = Copper Ore is an line and its the ray in an wind seers ray to plasma setup XD Devils Deal = Ill consider it, cause yeah it does make perfect sense and makes it a bit less broken as well, but yeah its power levels is tricky... which is why I liked to have use the 7% pp recovery effect XD
 Devils Deal = Ill consider it, cause yeah it does make perfect sense and makes it a bit less broken as well, but yeah its power levels is tricky... which is why I liked to have use the 7% pp recovery effect XD Force = firstly I like the idea of giving force an mutation form in GMA and use one of your overhaul animations
 Force = firstly I like the idea of giving force an mutation form in GMA and use one of your overhaul animations   
  HammerForge = tbh I never even considered an hammer based animation, cause I know there are none, I guess I failed with explaining it again haha
 HammerForge = tbh I never even considered an hammer based animation, cause I know there are none, I guess I failed with explaining it again haha Water Dragon line = its a line so its tricky to only have an pallet changed dragon cloud BUT I admit to loving the idea, the entire pallet change path sounds like an very variable path ^^
 Water Dragon line = its a line so its tricky to only have an pallet changed dragon cloud BUT I admit to loving the idea, the entire pallet change path sounds like an very variable path ^^ Toxic Sand/
 Toxic Sand/   Poison Air = Glad Poison Air works well ^^
 Poison Air = Glad Poison Air works well ^^ Land Divide = I should consider how far land divide would come across other classes that also have Gaia
 Land Divide = I should consider how far land divide would come across other classes that also have Gaia grand forest = Grand forest is not a line, I try and always state when an psynergy is an line, an set (two instead 3) or if I just use the name it will either be a stand alone or one of those evolve with the right class setups
 grand forest = Grand forest is not a line, I try and always state when an psynergy is an line, an set (two instead 3) or if I just use the name it will either be a stand alone or one of those evolve with the right class setups Cold line = its still cold now, not yet cool XD
 Cold line = its still cold now, not yet cool XD Cremate = ah yeah the part of the arguments that I was unaware of that existed XD
 Cremate = ah yeah the part of the arguments that I was unaware of that existed XD Flame Arm = I am using Planet Diver in a new psynergy called Hell Blast
 Flame Arm = I am using Planet Diver in a new psynergy called Hell Blast Fume line + Split = yeah that feel issue is a thing.... while the upside is that when the game switches to GMA, I can use the actual animations, so it would be a single game issue, the issue is still pretty high...
 Fume line + Split = yeah that feel issue is a thing.... while the upside is that when the game switches to GMA, I can use the actual animations, so it would be a single game issue, the issue is still pretty high... Breaker = somewhere in my mind I have this little nagging feeling that I might have read something about that... but I cannot remember anything about it so I am pretty curious to how to use this cause it sounds very cool to play with
 Breaker = somewhere in my mind I have this little nagging feeling that I might have read something about that... but I cannot remember anything about it so I am pretty curious to how to use this cause it sounds very cool to play with Blood Point = Bloodpoint actually has no real concept, I see in my beta data that I had considered the animation of Headbutt, likely cause of the animation effect outside of the attack XD
 Blood Point = Bloodpoint actually has no real concept, I see in my beta data that I had considered the animation of Headbutt, likely cause of the animation effect outside of the attack XD Angel Wings = I can see Zypher work, instead of boosting agility it allows a second action next turn, but both are considered fast movement setup XD
 Angel Wings = I can see Zypher work, instead of boosting agility it allows a second action next turn, but both are considered fast movement setup XD Fresh Breath line = Pallet swapped Wish sounds interesting XD
 Fresh Breath line = Pallet swapped Wish sounds interesting XD Blue Flame line = I would consider Flare line more with a blue pallet swap
 Blue Flame line = I would consider Flare line more with a blue pallet swap Snow Line = I got to ask, if were talking about pallet swaps, would there be an white path to setup for a break clone?
 Snow Line = I got to ask, if were talking about pallet swaps, would there be an white path to setup for a break clone? Lift = I began thinking, since I am not using: dull, weaken or impair animations... maybe there is an option to lore wise explain Lift to match one of those effects and thus animation XD
 Lift = I began thinking, since I am not using: dull, weaken or impair animations... maybe there is an option to lore wise explain Lift to match one of those effects and thus animation XD Air Shell set = it would be the first access to ward effect actually... ward itself does not exist, magic shell does and then there is angel guard (which is in set with Angel Blade, an ward + attack buff set) one is high level, the other is a trickier class to get, so in that sense its already different I guess XD
 Air Shell set = it would be the first access to ward effect actually... ward itself does not exist, magic shell does and then there is angel guard (which is in set with Angel Blade, an ward + attack buff set) one is high level, the other is a trickier class to get, so in that sense its already different I guess XD Psyseal / Time Rend = Never considered confusion as I looked for what matched my ideas in mind, but your suggestions work ^^
 Psyseal / Time Rend = Never considered confusion as I looked for what matched my ideas in mind, but your suggestions work ^^ Leech/ Drain Fang + Plasma Leech / Blood Drain = yeah I guess a pallet swap makes sense, cause yeah 3 fang types and currently 4 fangs XD
 Leech/ Drain Fang + Plasma Leech / Blood Drain = yeah I guess a pallet swap makes sense, cause yeah 3 fang types and currently 4 fangs XD Angel Heal Line = oh yeah this line is a single target to cover the Fresh Breath as jupiter's group
 Angel Heal Line = oh yeah this line is a single target to cover the Fresh Breath as jupiter's group Aura Share =
 Aura Share =  Green Wood = with these two, I wonder, the spinny orbs seem interesting to use with Green wood or the unused orb animations, if one of them could be colored red, then use that as aura share??
 Green Wood = with these two, I wonder, the spinny orbs seem interesting to use with Green wood or the unused orb animations, if one of them could be colored red, then use that as aura share?? Warming Body = seems good XD
 Warming Body = seems good XD Earth Scan = I love this idea, would need some aid to do this but I love it
 Earth Scan = I love this idea, would need some aid to do this but I love it Aqua Orb = yeah too similar...I will consider tonic ^^
 Aqua Orb = yeah too similar...I will consider tonic ^^ 
  Sacred Ash), many of the ones I can think of don't exist in GS1 so I won't bother naming them here. I will occasionally give suggestions for some custom code you can set up to make a few of these work, and I'd be happy to show you how to accomplish some of them later if you'd like (requiring ASM edits, but I have full confidence in your ability to pull them off with some guidance).
 Sacred Ash), many of the ones I can think of don't exist in GS1 so I won't bother naming them here. I will occasionally give suggestions for some custom code you can set up to make a few of these work, and I'd be happy to show you how to accomplish some of them later if you'd like (requiring ASM edits, but I have full confidence in your ability to pull them off with some guidance).  Quake = Tremor works fine, especially if your plan is to later make it into the Tremor utility in GS2 (that way there's no confusion over what it does in relation to the original Tremor spell).
 Quake = Tremor works fine, especially if your plan is to later make it into the Tremor utility in GS2 (that way there's no confusion over what it does in relation to the original Tremor spell). Slayer = "A psynergy made to slay" doesn't really give much info about what its purpose is. Is it like Annihilation, with a random chance to kill the target, or is it just a damaging move? Going for a name like "Flay" could be a really good fit too although "Slayer" could still be good depending on what it does.
 Slayer = "A psynergy made to slay" doesn't really give much info about what its purpose is. Is it like Annihilation, with a random chance to kill the target, or is it just a damaging move? Going for a name like "Flay" could be a really good fit too although "Slayer" could still be good depending on what it does. Water Star = Whenever a battle animation loads a graphic, there is also the option to toggle a flag for whether it should load its own palette or not. The game usually uses this as a means of loading multiple assets for a particular animation and having them use the same palette (e.g. the Shuriken GFX plus a particle for two assets, with the particle's flag being turned off so Shuriken's palette is used).
 Water Star = Whenever a battle animation loads a graphic, there is also the option to toggle a flag for whether it should load its own palette or not. The game usually uses this as a means of loading multiple assets for a particular animation and having them use the same palette (e.g. the Shuriken GFX plus a particle for two assets, with the particle's flag being turned off so Shuriken's palette is used).  Aura Sword = I feel like Undead Sword could be a good pick unless you want to keep the same animation for the move used by Bone Fighters. Alternately, with a little custom code, you may be able to set up a new variant that allows you to keep that version while adding one with a different palette. The downside is...
 Aura Sword = I feel like Undead Sword could be a good pick unless you want to keep the same animation for the move used by Bone Fighters. Alternately, with a little custom code, you may be able to set up a new variant that allows you to keep that version while adding one with a different palette. The downside is... Aura Claw = I can't think of a similar animation to Undead Sword that could work well for a claw-themed attack. Your best bet for that might honestly be to just use Bear Claw and stick with Slice for the Sword version, assuming these are meant to be related abilities.
 Aura Claw = I can't think of a similar animation to Undead Sword that could work well for a claw-themed attack. Your best bet for that might honestly be to just use Bear Claw and stick with Slice for the Sword version, assuming these are meant to be related abilities. Hell Hound = Not commenting on the name so much as I am the idea of it being a precursor to Cerberus/Cerebus in combination with the plan for it (Fire Breath upgrade). It's actually kinda weird, since the Cerebus enemy that the ability is based on is primarily Mercury themed–the enemy in question doesn't even have any Mars abilities–yet the ability in GS2 is solidly Mars. It might be based more on Dread Hound (which is Mars), but I can't recall for certain. As such, I can think of three options for this.
 Hell Hound = Not commenting on the name so much as I am the idea of it being a precursor to Cerberus/Cerebus in combination with the plan for it (Fire Breath upgrade). It's actually kinda weird, since the Cerebus enemy that the ability is based on is primarily Mercury themed–the enemy in question doesn't even have any Mars abilities–yet the ability in GS2 is solidly Mars. It might be based more on Dread Hound (which is Mars), but I can't recall for certain. As such, I can think of three options for this.  Holy Water/
 Holy Water/  Molten Metal = These can work if you're getting rid of the Douse and Volcano lines. Or even if you aren't; it's not like vanilla GS doesn't reuse the same animations for multiple abilities, and Volcano's is even one of them (Lava Shower).
 Molten Metal = These can work if you're getting rid of the Douse and Volcano lines. Or even if you aren't; it's not like vanilla GS doesn't reuse the same animations for multiple abilities, and Volcano's is even one of them (Lava Shower). Copper Ore = I can't really think of anything, but to be honest I'm not sure what benefit a second molten metal spell series would add to your arsenal. You could maybe use the Broil unleash animation and just name it something like "Ore Blast" or something? That way you can have one spell line and one standalone Attack-based ability, and they won't feel repititive.
 Copper Ore = I can't really think of anything, but to be honest I'm not sure what benefit a second molten metal spell series would add to your arsenal. You could maybe use the Broil unleash animation and just name it something like "Ore Blast" or something? That way you can have one spell line and one standalone Attack-based ability, and they won't feel repititive. Devil's Deal = I actually really love when people notice weird little behaviours like this and take full advantage of them. It putting the target into the "damaged" animation wouldn't be out of place either if you have it as a "damage HP to restore PP" kind of move. The only potential concern I have, from a balance perspective, is that vanilla game mechanics only let you deal flat-ish amounts of damage with an ability unless you specifically set up an ability to work more like a summon (requiring extra/new coding to set it up). That's not necessarily a problem if you play it right, and it could actually be a fun tradeoff if you use it in better classes vs. worse ones, but it may warrant some extra testing to be sure. Definitely go with this idea and see if it works!
 Devil's Deal = I actually really love when people notice weird little behaviours like this and take full advantage of them. It putting the target into the "damaged" animation wouldn't be out of place either if you have it as a "damage HP to restore PP" kind of move. The only potential concern I have, from a balance perspective, is that vanilla game mechanics only let you deal flat-ish amounts of damage with an ability unless you specifically set up an ability to work more like a summon (requiring extra/new coding to set it up). That's not necessarily a problem if you play it right, and it could actually be a fun tradeoff if you use it in better classes vs. worse ones, but it may warrant some extra testing to be sure. Definitely go with this idea and see if it works! Force = That could work, but I can't really think of any viable alternatives either so I might be missing something. Maybe Shriek or War Cry or something? Personally, I think you should keep it non-elemental so that it can stand out from other abilities and generally be consistent in its damage output regardless of who has it equipped. You could also give it to a Heat Wave user and avoid having it feel too much like a clone ability (assuming Heat Wave's animation is also used for it). That is ultimately up to you though. :P
 Force = That could work, but I can't really think of any viable alternatives either so I might be missing something. Maybe Shriek or War Cry or something? Personally, I think you should keep it non-elemental so that it can stand out from other abilities and generally be consistent in its damage output regardless of who has it equipped. You could also give it to a Heat Wave user and avoid having it feel too much like a clone ability (assuming Heat Wave's animation is also used for it). That is ultimately up to you though. :P Hammerforge = Sadly, I can't think of any ability animations in either game that actually feature hammers. It might be easier to invoke the idea of tempering a blade instead? The name might not fit perfectly at that point but I get what you're going for here and it's a shame your options are so limited for that idea.
 Hammerforge = Sadly, I can't think of any ability animations in either game that actually feature hammers. It might be easier to invoke the idea of tempering a blade instead? The name might not fit perfectly at that point but I get what you're going for here and it's a shame your options are so limited for that idea. Water Dragon = I know I discussed this idea with you over Discord already, but I forgot to consider the option of adding a new variant while still keeping the old one (kinda like what I discussed for Water Star and Aura Sword earlier). That way you can have both.
 Water Dragon = I know I discussed this idea with you over Discord already, but I forgot to consider the option of adding a new variant while still keeping the old one (kinda like what I discussed for Water Star and Aura Sword earlier). That way you can have both. Toxic Sand/
 Toxic Sand/  Poison Air = Acid Breath would work well for Poison Air, but it doesn't really look gritty enough for sand. This is another one of those situations where I can think of options for GS2 that don't apply here. You could tweak Blizzard and Ice Breath so that they have the "uses own palette" flag turned off, effectively making those into elemental abilities and allowing you to have a yellowish sand/chunk attack to use for the Venus ability. The downside is that Blizzard and Ice Breath share the same GFX assignment code, so you'd have to create some new code and fork it into the old one in order to separate them... or even create a "new variant" that internally gets reassigned to either Blizzard or Ice Breath once the GFX/palette segment is dealt with.
 Poison Air = Acid Breath would work well for Poison Air, but it doesn't really look gritty enough for sand. This is another one of those situations where I can think of options for GS2 that don't apply here. You could tweak Blizzard and Ice Breath so that they have the "uses own palette" flag turned off, effectively making those into elemental abilities and allowing you to have a yellowish sand/chunk attack to use for the Venus ability. The downside is that Blizzard and Ice Breath share the same GFX assignment code, so you'd have to create some new code and fork it into the old one in order to separate them... or even create a "new variant" that internally gets reassigned to either Blizzard or Ice Breath once the GFX/palette segment is dealt with. 
   
   
   ) in this section should work fine without there being Djinn graphics. Forge and Breeze are genuinely just animation assignment clones of Impact and Ward that literally use the same code internally, and the behaviour for Tonic and Granite is the same as for Cure/Flower, or Forge/Impact; Djinni if used as a Djinn ability, no Djinni if used as anything else.
 ) in this section should work fine without there being Djinn graphics. Forge and Breeze are genuinely just animation assignment clones of Impact and Ward that literally use the same code internally, and the behaviour for Tonic and Granite is the same as for Cure/Flower, or Forge/Impact; Djinni if used as a Djinn ability, no Djinni if used as anything else.  Land Divide = Could maybe be Gaia if you're fine with reusing that animation (it's already another Volcano situation in vanilla GS), but there aren't too many "earth splitting" animations in the game so it's either that or Quake.
 Land Divide = Could maybe be Gaia if you're fine with reusing that animation (it's already another Volcano situation in vanilla GS), but there aren't too many "earth splitting" animations in the game so it's either that or Quake. Grand Forest = I remember wanting to have an ability line involving trees like a decade ago, but there are genuinely no good animations for trees. Even for plants as a general concept, GS1 has a grand total of four and they all have the same "plants shoot out of the ground" nature; Growth & Punji (with Punji being a skin swap basically), Thorn, Vine (with djinni included, does not work as aline), and Cybele (with tree toad spirit included, does not work as a line). GS2 adds one single new one in the form of Bramble Card (with card included, does not work as a line). Your best bet for this is probably Growth or else canning the idea to be honest, assuming you don't want to go through the hassle of designing new graphics and trying to set up a new animation or animation variant via code. Same goes for
 Grand Forest = I remember wanting to have an ability line involving trees like a decade ago, but there are genuinely no good animations for trees. Even for plants as a general concept, GS1 has a grand total of four and they all have the same "plants shoot out of the ground" nature; Growth & Punji (with Punji being a skin swap basically), Thorn, Vine (with djinni included, does not work as aline), and Cybele (with tree toad spirit included, does not work as a line). GS2 adds one single new one in the form of Bramble Card (with card included, does not work as a line). Your best bet for this is probably Growth or else canning the idea to be honest, assuming you don't want to go through the hassle of designing new graphics and trying to set up a new animation or animation variant via code. Same goes for  Aurora Field, despite GS2 having an ability named that for use by Iris (it resembles GS2's Aura healing line).
 Aurora Field, despite GS2 having an ability named that for use by Iris (it resembles GS2's Aura healing line). Cool = Maybe Frost? It's not quite as dire a situation as plant-themed animations, but Mercury options are kinda limited too and I can't think of any cold looking ones that come from the ground. At least Frost accumulates on the ground, so that's something but I know it isn't ideal. :/
 Cool = Maybe Frost? It's not quite as dire a situation as plant-themed animations, but Mercury options are kinda limited too and I can't think of any cold looking ones that come from the ground. At least Frost accumulates on the ground, so that's something but I know it isn't ideal. :/ Cremate = Maybe Barrage? I didn't give a suggestion for Sacred Ash because I can not think of much for it based on your description, but I'm not sure if Barrage follows well from Smoke Bomb *or* the GS2 example I gave in my explanation for why I won't suggest otherwise plausible GS2 animations. I suppose you could just do Smoke Bomb argument 0 for Sacred Ash and Smoke Bomb argument 2 for Cremate?
 Cremate = Maybe Barrage? I didn't give a suggestion for Sacred Ash because I can not think of much for it based on your description, but I'm not sure if Barrage follows well from Smoke Bomb *or* the GS2 example I gave in my explanation for why I won't suggest otherwise plausible GS2 animations. I suppose you could just do Smoke Bomb argument 0 for Sacred Ash and Smoke Bomb argument 2 for Cremate?  Flame Arm = Planet Diver, or if you keep that then you do Mighty Press or something.
 Flame Arm = Planet Diver, or if you keep that then you do Mighty Press or something. Fume = This is another situation kinda like Cool, but unlike Cool I can't think of anything that would remotely work while still having the same feel that Fume has. Dragon Cloud is a big maybe (downside is it has no variants to work well as a line), while an unleash animation where the user runs up and strikes the target doesn't have the same feel as Fume, a gaseous fire dragon from across the stage. Same goes for
 Fume = This is another situation kinda like Cool, but unlike Cool I can't think of anything that would remotely work while still having the same feel that Fume has. Dragon Cloud is a big maybe (downside is it has no variants to work well as a line), while an unleash animation where the user runs up and strikes the target doesn't have the same feel as Fume, a gaseous fire dragon from across the stage. Same goes for  Laser by the way.
 Laser by the way. Breaker = So fun fact: There is another variable you can play with that we usually call "ability type". In GS, depending on how an ability is used, it will be automatically assigned a type (for example, a Psynergy gets a special preceding animation, while a monster skill that does not have a PP cost will get a different one, and a Djinni gets flagged as a djinni ability). You also have the option of overriding any ability's type and changing how the game treats it. As it happens, there is an ability type that makes the user run up to the target as the animation plays out; you can combine this with Break's animation (which will still be blue without any other changes) to get exactly what you're describing.
 Breaker = So fun fact: There is another variable you can play with that we usually call "ability type". In GS, depending on how an ability is used, it will be automatically assigned a type (for example, a Psynergy gets a special preceding animation, while a monster skill that does not have a PP cost will get a different one, and a Djinni gets flagged as a djinni ability). You also have the option of overriding any ability's type and changing how the game treats it. As it happens, there is an ability type that makes the user run up to the target as the animation plays out; you can combine this with Break's animation (which will still be blue without any other changes) to get exactly what you're describing. Blood Point = Can you elaborate on this one a bit? Because you may be able to tweak the "Buffs" code enough to fit in a blue palette swap of Zephyr, but I don't know if that visual is what you're looking for.
 Blood Point = Can you elaborate on this one a bit? Because you may be able to tweak the "Buffs" code enough to fit in a blue palette swap of Zephyr, but I don't know if that visual is what you're looking for. Angel Wings = Zephyr is probably your best bet, given the lack of any "give user wings" looking animation. There will be no Djinni graphic unless it is used as one so you're safe on that front, but people may confuse it for an Agility boosting move so it's hard to say for certain. I can't think of many good options for it.
 Angel Wings = Zephyr is probably your best bet, given the lack of any "give user wings" looking animation. There will be no Djinni graphic unless it is used as one so you're safe on that front, but people may confuse it for an Agility boosting move so it's hard to say for certain. I can't think of many good options for it. Grand Forest idea, although
 Grand Forest idea, although  Fresh Breath and
 Fresh Breath and  Blue Flame would be among the easier code edits to do.
 Blue Flame would be among the easier code edits to do.  Fresh Breath = This could be set up like a Ply/Wish variant, requiring some code edits and a palette assignment but otherwise being essentially a new Child ID piggybacking off of existing code (like several other code edit ideas I have raised).
 Fresh Breath = This could be set up like a Ply/Wish variant, requiring some code edits and a palette assignment but otherwise being essentially a new Child ID piggybacking off of existing code (like several other code edit ideas I have raised).  Blue Flame = You could approach this like my Water Dragon suggestion; palette swap of maybe the Fire line, where everything up to the palette swap is newly written code and then you just link it to what already exists.
 Blue Flame = You could approach this like my Water Dragon suggestion; palette swap of maybe the Fire line, where everything up to the palette swap is newly written code and then you just link it to what already exists. Snow = It's not ideal but that could work. What I said about Force (nothing existing except for a custom series I made for GS2) applies here too.
 Snow = It's not ideal but that could work. What I said about Force (nothing existing except for a custom series I made for GS2) applies here too. Lift = This doesn't really have any viable options I can think of. Also drawing blanks for effects.
 Lift = This doesn't really have any viable options I can think of. Also drawing blanks for effects. Air Shell = This can work but I'm not sure if it's necessary if you already have Ward. Maybe if you can differentiate it somehow (different range or power)?
 Air Shell = This can work but I'm not sure if it's necessary if you already have Ward. Maybe if you can differentiate it somehow (different range or power)? Psyseal/ Time Rend = I'd just keep Bind with its normal animation and maybe work something else out for Time Rend, since any appearance of the "seal" graphic is likely to confuse people when not used for sealing. Could always use Confuse for Time Rend and leave it at that.
 Psyseal/ Time Rend = I'd just keep Bind with its normal animation and maybe work something else out for Time Rend, since any appearance of the "seal" graphic is likely to confuse people when not used for sealing. Could always use Confuse for Time Rend and leave it at that. Leech/Drain Fang = The vanilla Drain Fang, combined with lack of options for variants means it'll be hard to sort out. You could just give them all the same animation but then it might be less fun for people who play (since they won't feel substantially different from one another). Maybe try to work out a palette swap deal and/or new variant so that you can colour-code based on HP or PP and leave it at that?
 Leech/Drain Fang = The vanilla Drain Fang, combined with lack of options for variants means it'll be hard to sort out. You could just give them all the same animation but then it might be less fun for people who play (since they won't feel substantially different from one another). Maybe try to work out a palette swap deal and/or new variant so that you can colour-code based on HP or PP and leave it at that? Angel Heal = The big thing for me is how you differentiate it from the others while giving it an animation that fits the name. If Fresh Breeze is multi-target, then you could maybe make this one single target although you could also get away with just having Cure and Ply exist.
 Angel Heal = The big thing for me is how you differentiate it from the others while giving it an animation that fits the name. If Fresh Breeze is multi-target, then you could maybe make this one single target although you could also get away with just having Cure and Ply exist.  Aura Share = You might be able to do something similar to what I suggested for Fresh Breeze and piggyback off of the healing animation code to add a new variant.
 Aura Share = You might be able to do something similar to what I suggested for Fresh Breeze and piggyback off of the healing animation code to add a new variant.  Green Wood = Making it more plant-like would be nice, and also more effort than what Camelot did for their animations (the sprite swapping is cool but they're just Wish with a skin change). The downside is your only real option for what to use that is more plant-themed is just Cure. I guess having it be multi-target is something? In that case, you could swap to what I like to call "Spinny Orbs"; the same particles and palette as Cure, with the movement pattern of Restore.
 Green Wood = Making it more plant-like would be nice, and also more effort than what Camelot did for their animations (the sprite swapping is cool but they're just Wish with a skin change). The downside is your only real option for what to use that is more plant-themed is just Cure. I guess having it be multi-target is something? In that case, you could swap to what I like to call "Spinny Orbs"; the same particles and palette as Cure, with the movement pattern of Restore.  Warming Body = GS2 has Coal as a red swap of Zephyr, so trying to squeeze in a new variant could work for here.
 Warming Body = GS2 has Coal as a red swap of Zephyr, so trying to squeeze in a new variant could work for here. Earth Scan = If it's basically Reveal, then... you're kinda stuck with what the base game offers, none of which really fits the idea of the ability. I guess you could set up a new added effect to lower both Defence and Resistance together or something (see the unseen = reveal enemy weaknesses) but it's a bit of a stretch.
 Earth Scan = If it's basically Reveal, then... you're kinda stuck with what the base game offers, none of which really fits the idea of the ability. I guess you could set up a new added effect to lower both Defence and Resistance together or something (see the unseen = reveal enemy weaknesses) but it's a bit of a stretch. Aqua Orb = So, Reflect's animation is literally just Wish; there's no difference between them. That could work but I think it's too similar to Wish as it is, which could make things confusing for players if an enemy uses it. Tonic would be a better fit, and it wouldn't be used as a Djinni effect the visual will not show.
 Aqua Orb = So, Reflect's animation is literally just Wish; there's no difference between them. That could work but I think it's too similar to Wish as it is, which could make things confusing for players if an enemy uses it. Tonic would be a better fit, and it wouldn't be used as a Djinni effect the visual will not show.  
 
 
  Tremor Line Yeah I took gs2's tremor and made it into a full line already available in gs1, through without its utility effect...
 Tremor Line Yeah I took gs2's tremor and made it into a full line already available in gs1, through without its utility effect... Ice Rain it rain massive hail chunks, Prism is removed so this one uses this animation
 Ice Rain it rain massive hail chunks, Prism is removed so this one uses this animation Bubble bubbles are created that hit and hurt enemies... with Froth removed, Bubble takes its animation
 Bubble bubbles are created that hit and hurt enemies... with Froth removed, Bubble takes its animation Fog set Fog as the name implies is fog based, so I figured Delude animation would be fine
 Fog set Fog as the name implies is fog based, so I figured Delude animation would be fine 
   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
 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   
  
   
   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...
 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... Armor Smith buff defense so... guard animation XD (also its the only psynergy which has that animation)
 Armor Smith buff defense so... guard animation XD (also its the only psynergy which has that animation) Angel Guard buff element resist... so yeah Ward animation
 Angel Guard buff element resist... so yeah Ward animation Slayer an psynergy made to slay XD
 Slayer an psynergy made to slay XD 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
 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 Sword Dive Yeah Ragnarok has been turned into an Mars psynergy with a new name XD
 Sword Dive Yeah Ragnarok has been turned into an Mars psynergy with a new name XD 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)
 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) Aura Gauntlet an aura made gauntler to slam the target hard, so I figured brute force would work
 Aura Gauntlet an aura made gauntler to slam the target hard, so I figured brute force would work Gravearm an aura made full arm armor to hit a target with HARD, As such I felt Truncheon fist to be a match
 Gravearm an aura made full arm armor to hit a target with HARD, As such I felt Truncheon fist to be a match Aura Sword aura made sword, I figure rapid smash/ Slice animation
 Aura Sword aura made sword, I figure rapid smash/ Slice animation Aura Claw aura made claw to attack with, I figured Bear claw works well
 Aura Claw aura made claw to attack with, I figured Bear claw works well Sacred Ash sacred ashes are thrown to the target, considering nothing else really works I went with for Smoke Bomb
 Sacred Ash sacred ashes are thrown to the target, considering nothing else really works I went with for Smoke Bomb 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 ^^
 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 ^^ Firebreath underdeveloped version of Firebreath in gs2... it makes sense for it to use firebreath
 Firebreath underdeveloped version of Firebreath in gs2... it makes sense for it to use firebreath Hell Hound precursor of Cerberus, so I figure an firebreath type animation like the cerberus releases
 Hell Hound precursor of Cerberus, so I figure an firebreath type animation like the cerberus releases Dragon Blood an self healing ability, only acquirable with the right very rare drop, I figured Recovery would be a good animation here
 Dragon Blood an self healing ability, only acquirable with the right very rare drop, I figured Recovery would be a good animation here 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...
 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... 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
 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 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
 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 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
 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 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?
 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? Hammerforge slamming a target with an forge hammer, I think... forcible arm??
 Hammerforge slamming a target with an forge hammer, I think... forcible arm?? 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
 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 Toxic Sand sand that contains poison is shot, I figured Acid breath would work
 Toxic Sand sand that contains poison is shot, I figured Acid breath would work 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...
 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... 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
 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 Avoid Yeah combat form here as well XD, to avoid better in battle, one boost one's agility XD
 Avoid Yeah combat form here as well XD, to avoid better in battle, one boost one's agility XD Weapon Smith an weapon smith can boost the teams weapons... Forge without the djinne?
 Weapon Smith an weapon smith can boost the teams weapons... Forge without the djinne? Aura Shield an shield made from solid aura to take a blow, I think Breeze djinne?
 Aura Shield an shield made from solid aura to take a blow, I think Breeze djinne? Land Divide land divide, as its name states, would split the land into two, making it harder to move and thus lowering agility.
 Land Divide land divide, as its name states, would split the land into two, making it harder to move and thus lowering agility. Grand Forest grow a forest that steals life...
 Grand Forest grow a forest that steals life... 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...
 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... Cremate an evolved form of Sacred Ash, meant to burn a target...
 Cremate an evolved form of Sacred Ash, meant to burn a target... 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
 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 Backstab Yeah I pulled Bakcstab into gs1 as well XD
 Backstab Yeah I pulled Bakcstab into gs1 as well XD 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
 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 Call Skeleton precursor of... I think it was call zombie XD
 Call Skeleton precursor of... I think it was call zombie XD 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
 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 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...
 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... 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
 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   
  Aurora Field heal and revive the team, would love an aurora borealis like effect XD
 Aurora Field heal and revive the team, would love an aurora borealis like effect XD Rock Shield an rock lifted from the ground to act as a shield for one turn
 Rock Shield an rock lifted from the ground to act as a shield for one turn Blood Point water control on the users own blood to boost reaction ability and thus agility
 Blood Point water control on the users own blood to boost reaction ability and thus agility Angel Wings wings made of light allows the user to fly and act twice next turn
 Angel Wings wings made of light allows the user to fly and act twice next turn Burial line the concept is that the target(s) are pulled under or buried by other means
 Burial line the concept is that the target(s) are pulled under or buried by other means Laser line precursor of Beam, you can imagine what a laser looks like XD
 Laser line precursor of Beam, you can imagine what a laser looks like XD 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
 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 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
 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 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
 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 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
 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 Vacuum wall an vacuum is generated that it shapes a wall that slams into the enemies
 Vacuum wall an vacuum is generated that it shapes a wall that slams into the enemies Vacuum Blast Vacuum pressurized so much at a single point it actually causes an explosion
 Vacuum Blast Vacuum pressurized so much at a single point it actually causes an explosion Darkthunder black thunder is released from the user's arm, as such I think numbing sting but i am not sure
 Darkthunder black thunder is released from the user's arm, as such I think numbing sting but i am not sure DarkStrike an black thunder strike from the sky
 DarkStrike an black thunder strike from the sky 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
 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 Snow snow falls on the target, this version could use break animation??
 Snow snow falls on the target, this version could use break animation?? Snowflurry an more directed snow based attack, so I thought Ice breath?
 Snowflurry an more directed snow based attack, so I thought Ice breath? Whiteout final stage and using the unlease animation Blizzard
 Whiteout final stage and using the unlease animation Blizzard Fresh Breath yeah no name change, just a direct grab from DD XD, I wanna say Zypher Djinne if the Djinne wont show??
 Fresh Breath yeah no name change, just a direct grab from DD XD, I wanna say Zypher Djinne if the Djinne wont show?? 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)
 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) Spark Dash pretty much the same as Shock palm, but stronger so maybe... Onslaught?
 Spark Dash pretty much the same as Shock palm, but stronger so maybe... Onslaught? Raiky Slam again an upgraded, so... Dynamite??
 Raiky Slam again an upgraded, so... Dynamite?? Blue Flame an flame cold as ice, a blue flame, Mystic flame might work? through I wonder if there are any better options?
 Blue Flame an flame cold as ice, a blue flame, Mystic flame might work? through I wonder if there are any better options? Cold Flame an very cold blue flame, following the color pattern and size of.... I think... Deadly gas?
 Cold Flame an very cold blue flame, following the color pattern and size of.... I think... Deadly gas? 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
 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 Undead Spirit the precursor of the Undead Curse line from DD, weaker again off course XD
 Undead Spirit the precursor of the Undead Curse line from DD, weaker again off course XD undead ghost precursor again of undead gloom this time, I guess.. haunting??
 undead ghost precursor again of undead gloom this time, I guess.. haunting?? Undead Wraith again precursor..
 Undead Wraith again precursor.. 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?
 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? Air Shell set In general I think about this one boosting elemental resist, but I could say defense might also work... not fully sure...
 Air Shell set In general I think about this one boosting elemental resist, but I could say defense might also work... not fully sure... 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, 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 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
 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 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
 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 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...
 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... 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...
 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... 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
 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 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
 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 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?
 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?
Quote from: JackitK on 20, May, 2022, 11:02:50 AM
I'll have to check this out sometime. It's a bit hard to squeeze the time in as I'm still very slowly working my way through my first playthrough of Reloaded of all things, but I took some time to read a little closer the things you've been working on for this and it's got me curious to try it out some time. Updated my patch folder to include Version 1.2, so I'm sure I'll get around to it eventually.

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