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It Would Be Cool If... (hacking)

Started by Salanewt, 16, June, 2009, 08:46:00 AM

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Aile~♥

I told you, Summoner doesn't call normal monsters. Summoner calls bosses! Or at least that would be an interesting way of going about it. The fact is though, that if you got to high enough level, you could summon a boss against himself. Though you probably wouldn't want to do that.
[sprite=16, 6, 0]:P[/sprite]

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

[spoiler=epic mindscrew][/spoiler]

Salanewt

Oh yeah, sorry.

Anyway, I have an idea...

Caller (a few rare Monsters, and mostly normal monsters).
Mystic Caller (most rare monsters, few regular monsters, 1 or 2 bosses).
Clarion Master (some bosses, and all rare monsters).
Doom Tamer (all bosses (except for Golden Sun 1 bosses, Dullahan, Doom Dragon), and Djinni).
Summoner (all bosses, including bosses from Golden Sun 1 and Djinni (one of each type).

How do you like this list? The names can go in any order, but this is just an idea. Anyway, this allows your Summoner idea to appear better than other ideas. It would similar to the Trainer's Whip classes, except that the monsters are mostly different, and that the stats are better. Also, by rare monsters, I mean ones that you either do not see in the game, or those that have been added, and are not in the origional version (like in the hack that I am working on). Also, this does not include Boss variants (Chestbeaters, Killer Ape, etc.).

Have a nice day.
:MercurySet:

This post has been edited by Salanewt on Jun 29 2009, 09:53 PM
Oh yeah baby, £ me harder.

Aile~♥

Interesting... Sorry if I insisted too much on my idea. But yeah, that works. Only problem is that there's only room for 3 classes. 1-1-1, 2-2-2, 3-3-3. Also, would it include the Flame Dragons?
[sprite=16, 6, 0]:P[/sprite]

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

[spoiler=epic mindscrew][/spoiler]

Salanewt

Oh yes, that is true about there only being enough room for 3 classes... Unless I change the requirements a bit... Maybe instead of 1 of each Djinni for each class, it could have different totals. I can probably take out Clarion Caller and rename Doom Tamer to be the same as Clarion Caller (but same moveset as the original Doom Tamer).

And that is okay. I was thinking of your summoner idea anyway, so it should include your ideas for it.

Have a nice day.
:MercurySet:  
Oh yeah baby, £ me harder.

Pkmn-Master

And we'd also need to know what moves the boss/enemy/djinn would use when you summon it. I'm thinking you should use their strongest moves.

Salanewt

Oh, actually, before I continue, happy birthday.

Okay now, the idea with summoning bosses could go like that, yes. However, if summoning Djinni would make them unleash a good Djinni, then that might be used over the Djinni (unless PP requirement is not satisfactory).
Using a Djinni goes on standby (to allow it to be summoned).
Many people who play do not like having their stats lowered when putting Djinni on standby, and might also lose some psynergies, or even have a class change.
It also takes up a turn just to make one Djinni ready (not on standby).

So, I think that it should be changed so up to 2 or 3 Djinni can be taken off of standby (without using a summon) in one turn. Also, with these facts known, I think that Djinni in the summoner class should each have different abilities (maybe one heals, another one raises stats, etc.).

Also, I noticed that there are two different zombies. I am guessing the the weaker zombie is used for the Djinni tutorial in the first Golden Sun... Maybe something like a tutorial can be added in the second one (not a big tutorial, just a description about some of the minor changes, as well as a fight to explain some of them). The two different zombies in the editor also have different numbers (indicators, I think).

Well, have a nice day.
:MercurySet:  
Oh yeah baby, £ me harder.

Pkmn-Master

Thank you very much Sala! And you have some damn good ideas. I only have one good idea a week.

  :MarsSet:  

Salanewt

Thanks, and you are welcome.

I am also thinking now... With the unused space not only in Tundaria, but also near Prox, I could probably put in at least 3 more villages, not to mention new areas with new monsters. I am also thinking of making it possible to return to Crossbone Isle (since it is not in the Karagol Sea). This way, the stones from the first Golden Sun will be useful again (some are, but they are not often used).

Also, any ideas for movesets for new bosses? I am thinking of having the two unused animations as optional bosses that drop rare items, and then one of the villages can use the 'elf' sprites. Also, has anybody zommed out on the world map when they were north of Prox, or even anywhere else near Prox? Notice all of the empty space? You can also see so much empty space in Tundaria, although there are fewer possibilities for that (other than more land that can be explored (probably same monsters as the rest of Tundaria)). How about, when possible, the mountains are moved around, so Tundaria is more like a maze?

Anyway, I hope that you like these ideas, or that these ideas give you ideas of you own.

Have a nice day.
:MercurySet:  
Oh yeah baby, £ me harder.

Drick9

If it is not in the Karagol Sea, how come you can get there in golden sun 1 by making the right people row the boat?

Salanewt

I know that it should be in the sea, and that you can get there by boat, but it is not on the world map in either Golden Sun. Maybe the whirlpools from Link to the Past found their way into Weyard, I do not know. I do not think that it is in the sea because it is not on the map, and the sea is so small (the island can probably fit in Karagol Sea and leave nothing but a salty river behind).

Anyway, you know how the Ruffians are all the same at the beginning? Well, I have changed it a bit... Now they are all unique in the group of 3 (to an extent). I will try fighting them now. Also, I am thinking of making it so some weapons in a series can be equipped by characters who can not normally use that series (Axe series, maybe Burning Axe can be used by Jenna).

Have a nice day.
:MercurySet:

This post has been edited by Salanewt on Jun 30 2009, 10:47 AM
Oh yeah baby, £ me harder.

Drick9

Thank god now someone has a reason to put deadbeard back in. At least you better XD

Salanewt

Thank you for the compliment. I am also thinking of putting the entire world map of Golden Sun 1 into Golden Sun 2, and make it so you can return at any time. This will have to wait for a while, and it will be hard to do successfully.

Anyway, have a nice day.
:MercurySet:  
Oh yeah baby, £ me harder.

Drick9

The way it's been talked about having a plant-based venus class and seperating the electric and wind-based jupiter psynergy for 2 different classes as well. It could also be applied to mercury.

Water: The douse and froth sets, along with Cutting edge and plume edge. The animations for Hydra's or Posidon's flooding attacks or from the Pirate Sword's Dreamtide unleash could be used to make more offencive attacks. Possibly even ocean fist's animation. As well as cure poison and restore.

Ice: The Cool, Ice, Frost, and Prism sets. As well as Diamond dust/Diamond berg. As well as break.


Avoid, ply and wish would also be distributed but i dunno which could get which. I think ice could be more offencive while water would have better healing.

Salanewt

That does make sense, yes. I like these ideas. As for separatung ice from water, I can easily do that with Mia and Piers' base classes. I also like the plant Venus class, and separating electricity from wind. The onky problem if Sheba becomes electricity is finding an alternate psynergy for Whirlwind/Gale. She might be able to do this if she switches classes, or if a new psynergy bestowing stone is created (the Gale Amythest, as an idea).

Also, I am thinking about making it so (this will have to wait for the map editor to come out) then the Rocks (Aqua Rock, Magma Rock, etc.) will allow a second person to learn the psynergy if you complete another set of puzzles. This is a problem for Sheba and Ivan though, since Ivan learns Reveal in the first game. Perhaps Air's Rock can grant a different psynergy altogether, and Sheba learns Reveal from the Lash Temple (forget the name), and Lash is gained at Dehkan Plateau (New puzzle). Or perhaps, since I noticed that there is a bit of forest in the middle of the mountains near Dehkan Plateau, maybe the Lash pebble can be found there.

Have a nice day.
:MercurySet:

This post has been edited by Salanewt on Jun 30 2009, 11:53 AM
Oh yeah baby, £ me harder.

Aile~♥

Let's NOT screw around with things like that. However, I'd said that Ivan gets electric, and Sheba gets wind. So there aren't really any problems with Psynergy. Also, you really shouldn't get Reveal that early. It screws up the game.
[sprite=16, 6, 0]:P[/sprite]

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

[spoiler=epic mindscrew][/spoiler]

Salanewt

True enough. Oh yeah, I am now working on your Meta Knight as a boss idea. However, I have everything done except for some troubleshooting. I am making it so it will appear in Northern Indra, but here is the problem. It will not use any regular attacks, only defend. By the way, it currently looks like a blue Satrage. I gave it many items (26 Potions, 1 Burning Sword, 1 Stealth Armour, 1 Knight's Greave). I am still not sure why I gave it equipment, but it has a rare chance of fropping a Knight's Greave. Anyway, I am still testing it, but so far, it will only defend. I also replaced one of the dummy enemies that do not appear in the game.

Also, I wonder where this boss would go? Will it decide to travel with Agatio and Karst? If so, then it will not become a Flame Dragon like Agatio and Karst. Maybe it will join up with Doom Dragon.

Have a nice day.
:MercurySet:

Northern Indra is only temporary.

Edit: It does not defend, sorry. It does not even attack, it just stands there.

Edit 2: Okay, I fixed it. I decided to replace the second Amaze with this monster, and I reverted the ? monster back to normal.

This post has been edited by Salanewt on Jun 30 2009, 01:47 PM
Oh yeah baby, £ me harder.

Aile~♥

This boss would go in his own area. Is it possible to make an area that moves? I was thinking, you can get to his area one of 2 ways:

Find his Airship, the Halberd, on the world map, and follow it until it lands. Then jump out of your boat on the island where it landed and infiltrate the landing area, until you reach the actual ship; or get the Boat Wings, and then find the Halberd on the world map, and use your boat wings to fly up and reach it.

Also, stat ideas: Give him reasonable stats for AN ACTUAL LEVEL 38 PLAYABLE CHARACTER. Why? Because he's going to join you after you beat him, and I don't want any inconsistencies like always happen in Final Fantasy, where a guy who left your party and decides to kill you somehow gains 4000 HP and 5 new special moves.

Moveset: (in order of likelyhood (first = most likely, last = least likely))

Mach Tornado (take a ?? dummy Psynergy, and give it your "Speeding Whirlwind" glitch animation, and make it a single-target Element Physical Attack whose Power is Attack +45. PP cost: 9.
Attack (Potion goes here, if he's out of Potions, he attacks.)
unleash Haze
Tornado
Shine Plasma
Backstab
Blaze Rush (Burning Sword unleash.)
Hyper Mach Tornado (take a ?? dummy Psynergy, and for now give it the Tempest animation (unless you can make a "Speeding Tempest" like your "Speeding Whirlwind"), and make it a five-target Element Physical Attack whose Power is Attack x1.8. PP cost: 27.

Is it possible to add immunities? Or make it so that if try to Condemn or Death Card him, he uses Hyper Mach Tornado automatically?

Edit: So, he works now?

This post has been edited by JamietheFlameUser on Jun 30 2009, 02:11 PM
[sprite=16, 6, 0]:P[/sprite]

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

[spoiler=epic mindscrew][/spoiler]

Salanewt

Sort of. I have not yet tried your moveset, but I would like you to see a video that I upload first. After it has been uploaded, and you have watched it, then I will work on another monster with your moveset and compare them.

By the way, I will tell you its defense... 10 (it can not be edited corre4ctly in the editor). Oh yeah, about your stat idea... I am thinking that he joins you afgter you beat him, but not right away. I am also thinking that he says this monster (Wise One) came to him and weakened him severely, but he can still fight.

Have a nice day.
:MercurySet:

This post has been edited by Salanewt on Jun 30 2009, 02:19 PM
Oh yeah baby, £ me harder.

Drick9

You guy's ideas are pretty cool so far. I like the idea of the halberd and meta knight's moveset.

Anyway i was thinking about the unlabeled values in the enemy editor. You know how bosses are unaffected by instant-death moves, and are hard to get affected by things like sleep and bind? well maybe one of the values has an impact on that.

This post has been edited by Drick9 on Jun 30 2009, 02:44 PM

Aile~♥

That's LUCK. Most Bosses have luck around 40 or 50.
[sprite=16, 6, 0]:P[/sprite]

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

[spoiler=epic mindscrew][/spoiler]