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Jump Patch = Scripting Hilarity (and other shenanigans)

Started by Aile~♥, 11, August, 2014, 12:39:54 AM

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Aile~♥

So I'm making yet another GS hack that I'll hopefully actually complete this time (seeing as the hack itself has been done up to the Sea of Time, excluding the current lack of alt classes).

And in lieu of actually putting normal, reasonable preview videos, I've been messing around with a combination of my hack and Teawater's jump patch, and gotten some pretty amusing sequence breaks.





And last but most certainly not at all least:



Actual changelist:

-- PP is changed to MP wherever I possibly can.

-- Summon list is redone in a weird sort of way. 1st-tier summons are the same, second tier summons are weird 'cause I dunno what to do with 'em, 3rd-tier summons are support abilities, such as a Mana Seal to all foes or a full-party counter-attack barrier. 4th-tier summons are Elemental Physical Attacks that summon the spirits of Fire, Water, Earth, and Wind.

-- Major stat edits to equipment. Agility versus Defence is the name of the game for armour, while weapons can have all kinds of cool effects depending on type. Axes are good for brute force, but turn you into a glass cannon by nuking your Defence, while rapiers and sabres increase Defence and Agility but have less attack power, for example.

-- Class system completely redone. Each character has only 4 classes (and for most, only 2 of them are complete as I've yet to come up with enough unique class ideas):

--- Felix so far has Smuggler (as in the "Han shot first" kind of smuggler) and Pirate. The Smuggler dabbles in explosives, HP/MP theft, and time theft (yes, really), and has relatively high Attack and Agility with good HP, but low-ish MP. Pirate specializes in stat debuffs while dealing damage, and can steal an enemy's HP or MP. Pirates have very high Attack and HP and above-average Agility, but falter in MP and Defence.

--- Jenna so far has Furie and Thief. The Furie specializes in high-power attacks with high MP costs, and is a quick and powerful damage-dealing class with glass cannon tendencies. Slightly above-average HP and very high Attack and Agility, but low PP, slightly below-average Defence, and low Luck. The Thief can steal HP and MP from enemies, can heal allies at the expense of her own HP, and uses explosives for area-of-effect attacks. The Thief has very high Agility and slightly above-average Attack and Luck, with all other stats being roughly average to slightly below-average.

--- Sheba so far has Time Mage and Magician. The Time Mage can use magic to slow foes down or freeze them in their tracks, speed allies up, and grant allies extra actions. Its Agility and Resistance buff spells also have slight healing properties. The Time Mage has high Agility with above-average HP and MP and average Attack, but terrible Defence. The Magician is an all-out offensive caster class, with powerful area-of-effect spells in all four elements. It has very, VERY high HP and MP and above-average Luck, but low Agility, very low Attack, and the worst Defence stat you've ever seen in a Golden Sun hack. Nonetheless, the Magician can soak spells like nobody's business and retaliate by striking the foe's weak point with its own high-power magic offence.

--- Piers so far has Duelist (as in the "children's card games for life or death" kind of Duelist) and Fencer. The Duelist has full-field attack spells in all four elements that can also inflict nasty status effects, but they are very expensive to cast. It also has a few support spells to assist allies for relatively low cost. The Duelist has high HP and above-average Defence and Agility, but terrible Attack and only average MP despite being a caster. The Fencer specializes in fighting a single target and can take advantage of any weakness with inexpensive EPAs in all four elements. It also has the ability to boost allies' Attack (with slight healing attached) and cure status ailments. The Fencer has high Defence and above-average Attack and Agility, but only average HP and below-average MP and Luck.

-- Base damage spells have been buffed to h*** and back in exchange for being much more expensive to cast overall.

-- Just about all support spells also provide minor healing. It's useful early on, but becomes obsolete later when you start dealing or taking more damage in a single hit than a single buff spell can heal.

-- HP Drain and MP Drain effects now have a flat 70% chance of activating, making the Thief class much more reliable as a healer.
[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

Hey, nice work so far! You might have even given me a couple ideas on what to work on for a few of my future goals...

Although I should probably mention that it was Teawater/Fox who made the jump patch, not me. Thanks for the credit anyway! :D
Oh yeah baby, £ me harder.

Fusion is just a cheap tactic to make weak Adepts stronger.

Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?

Aile~♥

Fixed the OP with proper credit and also fixing a few typos that snuck past me the first time.
[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]

Lord Wolfram

#3
Hey Jemie you can make this hack even more impressive by putting codes like the one made by Fox it was...
press L R and rotate battle screen. than blaze=flare and more like add Proxians to your party in Isaac place.
Make for them cool classes etc.
Make new spells using hidden animations. there was list somewhere Edit: here
[u]0-2 are normal attack animations, 200-202 are normal animations, but the camera goes behind the target's side. These values are probably not correct for summons



-1/255 = (if you try to search for an animation, then click ok without actually clicking on an animation, it will look like
0 = Just like using the Mars Djinni Spark.
1 = Same as -1.0.
2 =
3 =
10 = Same as -1.0.
73 = Same as -1.0.

0 = Attack(a)/Defend(b)/Flee(c)/Nothing
a:
0 = Normal, unless replacing a psynergy (in which case, there is no animation).
1 = Normal.
2 = Normal.
3 = Normal.
4 = Normal.
b:
0 =
1 = Normal.
2 =
3 =
4 =
c:
0 =
1 =
2 =
3 =
4 =

1 = Quake
0 = Quake
1 = Earthquake
2 = Quake Sphere
3 = Screen Twitches
4 = Attack (psynergy animation, no movement of weapon (lifts arm to cast psynergy), Critical hit.
5 =
200 = Normal Quake, but screen tilts behind enemies.
201 = Normal Earthquake, but screen tilts on enemy's side.
202 = Normal Quake Sphere, but screen tilts on enemy's side.
203 =

2 = Spire
0 = Spire
1 = Clay Spire
2 = Stone Spire
3 = Normal Spire
4 = 1.4 (Quake + animation argument 4).
5 =
6 =
7 =
8 = Normal Spire.
200 = Normal Spire, but screen tilts to enemy's side.

3 = Gaia
0 = Gaia
1 = Mother Gaia
2 = Grand Gaia
3 =
4 =
202 = Should be Grand Gaia from a different angle, but it is actually Kirin the summon. Odd...

4 = Growth
0 = Growth
1 = Mad Growth
2 = Wild Growth
3 = Extremely long version of 4.2, vines stop growing for a few seconds, and the red damage sparks that are normally on the vines stay on the far left.
4 = Same as 6.4.          
5 =

5 = Thorn
0 = Thorn
1 = Briar
2 = Nettle
3 = Normal Thorn (or Briar).
4 = Same as 1.4.
5 = Same as 5.4.

6 = Frost
0 = Frost
1 = Tundra
2 = Glacier
3 = Shards of ice from Frost hover over target for 1.5 seconds before flying upwards for 0.5 seconds (almost like near the end of using Frost).
4 = Similar to 1.4, but with no blue weapon streak (to show motion from weapon). When the text editor is complete, I will make an attack called 'Mind Blow' that has this exact animation).
5 = Same as above.
200 =
203 =

7 = Ice
0 = Ice
1 = Ice Horn
2 = Ice Missile
3 = Ice shards shoot towards target, but remain above caster. When the shards are slightly closer to the target than caster, then they vanish (similar to 10.3, but with several ice shards, not a Froth bubble).
4 = Similar to a regular attack, but caster does not move (same as 6.4).
5 =

8 = Prism
0 = Prism
1 = Hail Prism
2 = Freeze Prism
3 = Same as 18.3.
4 = Same as 8.3, but background remains darker until another animation/psynergy/effect is used.
5 =

9 = Douse
0 = Douse
1 = Drench
2 = Deluge
3 = Same as 6.4.
4 = Same as 9.3, but the background flashes for 0.1 seconds.
5 = Same as 9.3.
100 = Same as 6.4, but the screen moves to the enemy's side.

10 = Froth
0 = Froth
1 = Froth Sphere
2 = Froth Spiral
3 = 1 Froth Bubble appears over user's head, moves slightly towards target (is far from arriving).
4 = Glowing ball of Fire (I like this one too). This shall become Fireball (Mario style)! However, this is very similar, if not the same, to Star Magician's regular attack. I tried changing regular attack to this animation, but nothing happened.
5 = Same as 10.4.
6 = Same as 10.4.
55 = Same a 10.4.

11 = Flare
0 = Flare
1 = Flare Wall
2 = Flare Storm
3 = Normal Flare.
4 = Same as 6.4.
5 = Same as 6.4.

12 = Fire
0 = Fire
1 = Fireball
2 = Inferno
3 = Normal Fire.
4 = Same effect as Kirin.
5 = Same as 73.4.

13 = Volcano
0 = Volcano
1 = Eruption
2 = Pyroclasm
3 = Same as 18.3.
4 =
5 =

14 = Blast
0 = Blast
1 = Mad Blast
2 = Fiery Blast
3 = Same as 18.3.
4 = Same as 9.3, but the background flashes for 0.1 seconds.

15 = Blast (Blast > Nova > Supernova)
0 = Blast
1 = Nova
2 = Supernova
3 = Same as Nova.
4 = Same as 8.3, but background remains darker until another animation/psynergy/effect is used.
5 =

16 = Bolt
0 = Bolt
1 = Flash Bolt
2 = Blue Bolt
3 = Similar to Blue Bolt, except that when it hits the target, there is a square of the original background that is not affected by the psynergy (longer lasting?).
4 = Same as 6.4, but background remains darker until another animation/psynergy/effect is used.
5 =  

17 = Ray
0 = Ray
1 = Storm Ray
2 = Destruct Ray
3 = Normal Ray.
4 = Same as 6.4.
5 = Same as 21.6.

18 = Plasma
0 = Plasma
1 = Spark Plasma
2 = Shine Plasma
3 = Completely invisible, no attack contact graphics either (when attack hits enemy).
4 = Same as 21.4, but there is a black flash that lasts 0.1 seconds before the psynergy effect happens.
5 =
6 =
100 =

19 = Slash
0 = Slash
1 = Wind Slash
2 = Sonic Slash
3 = Same as 6.4.
4 =
5 =

20 = Whirlwind
0 = Whirlwind
1 = Tornado
2 = Tempest
3 = Awesome too. The screen shakes rapidly, and a whirlwind bounces from left to right on the screen (L-R-L-R).
4 = Same as 6.4.

21 = Cure
0 = Cure
1 = Cure Well
2 = Potent Cure
3 = Normal Cure.
4 = Looks like 6.4, and the person who is being healed looks like they were hit with an attack.
5 = Same as 21.4.
6 = Same as 21.4, but there is a black flash that lasts 0.1 seconds before the psynergy effect happens.

28 = Guard/Cruel Ruin
0 = Guard
1 =
2 =
3 =
4 =
5 =
6 =
7 =
8 = Normal Guard/Cruel Ruin.
9 =
10 =
100 =
208 =

33 = Delude
0 = Delude
1 = Confuse (very similar looking to Delude)
2 = Normal Confuse.
3 = Normal Confuse.
4 = Same as 9.3, but the background flashes for 0.1 seconds.
5 =

37 = Sleep
0 = Sleep
1 = Normal Sleep.
2 = Normal Sleep.
3 = Normal Sleep.
4 = 6.4.

38 = Bind
0 = Bind
1 = Normal Bind.
2 = Normal Bind.
3 = Normal Bind.
4 =  

47: Crashes Game
0 = Does not crash, looks like Impair.
1 = Still looks like Impair.
2 =
3 =
4 =
5 = Same as 6.4.
6 =
7 =
8 =
9 =

57 = Cutting Edge
0 = Cutting Edge
1 = Normal Cutting Edge.
2 =
3 =
4 =
5 =
23 = Same as 21.4, but there is a black flash that lasts 0.1 seconds before the psynergy effect happens.

58 = Ragnarok
0 = Ragnarok
1 = Normal Ragnarok.
2 = Normal Ragnarok.
3 = Normal Ragnarok.
4 = Same as 6.4.
5 = Same as 6.4.

69 = Crashes Game
0 = Acheron's Grief
1 = Acheron's Grief
2 =
3 =
100 = Similar to 6.4, but the screen tilts towards the enemy's side, and the first target to take damage stays behind until every target has been damaged.

72 = Fume
0 = Fume
1 = Serpent Fume
2 = Dragon Fume
3 = Beware! This Crashes the game! But it looks like it was supposed to be a variant of Rising Dragon. Awful sound too.
4 = Same as 6.4.
5 = Same as 6.4.
6 = Same as 6.4.

73 = Beam
0 = Beam
1 = Cycle Beam
2 = Searing Beam
3 = Same as Cycle Beam.
4 = Same as 6.4, but screen also goes darker until all of the targets have been damaged.
5 =
200 =

75 = Cool
0 = Cool
1 = Supercool
2 = Megacool
3 = Normal Megacool.
4 = Same as 21.6.
5 = Same as 6.4.
213 = Similar to 18.3, except that the background stays darker until another psynergy is used.

82 = Fire Puppet
0 = Fire Puppet
1 =
2 =
3 = Normal Fire Puppet.
4 = Same as 21.4, but there is a black flash that lasts 0.1 seconds before the psynergy effect happens.

101 = Crashes Game
0 = A giant white sword stands straight up, then falls onto the target(s).
1 = Same as 101.0.
2 =
3 =
4 =
213 = Similar to 129.213, except the colour around the square is purple.

108 = Rising Dragon (unleash)
0 = Rising Dragon
1 = Regular Rising Dragon.
2 =
3 =
4 = Similar to Djinni unleash Echo, except that the Djinni is replaced with a large glitchy square, and the character (caster) does not move from their spot.
5 = Same as 108.4.
6 =
7 =
8 = Normal Rising Dragon.
9 =
10 =

111 = Fire Dance
0 =
1 =
2 =
3 =
4 =

129 = Crashes Game
0 = Life Shear.
1 =
2 =
3 =
4 =
64 = Same lady, but the screen tilts/camera moves to the enemy's side.
72 =
132 =
178 = Same as 129.64.
200 = Same as 129.64.
213 = Possible Venus Djinni unleash, large glitchy square of static flies at target.
214 = Same as 129.213.
255 = Same as 129.213.

130 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Similar to 129.213, except the colour around the square is blue.


145 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Not sure which attack this is... Ice breath? Looks like sleet flying at target.
5 = Same as 145.4.

156 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Messed up Slash.

170 = Ice Crush/Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Ice Crush
5 = Normal Ice Crush.
6 =
24 = Crashes Game, but music still plays.

178 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Blast then draining effect.
5 =

179 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Large black ball lands on target.
8 = Crashes Game, but music still plays.

182 = Crashes Game
0 = Healing Aura.
1 = Same as 182.0.
2 =
3 =
4 = Drain effect with large swirling lines around target.
8 = Same as 182.0.

196 = Crashes Game
0 =
1 =
2 =
3 =
4 = Wild Wolf
5 = I do not know. If this is not in the game, then I call it Light Surge. Looks almost like a white fang though. Fatal Fang.

198 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 = Large Fiery Blast, but red swipe near arm.
5 =

212 = Psy Crystal (and Adept Ring)
0 = Psy Crystal
1 = Normal Psy crystal.
2 =
3 =
4 = Critical hit (same as 6.4).
5 =
6 =
7 =
8 = Normal Psy crystal.

234 = Crashes Game
0 = Jupiter Djinni effect, not sure which one.
1 = Same as 234.0.
2 =
3 =
4 = Zoomed in Critical Hit.
64 = Same as 234.0, but screen tilts to enemy's side.

257 = Crashes Game
0 = Desert Gasp? Really cool looking.
1 = Same as 257.0.
2 =
3 =
4 = Zoomed in Critical Hit.
5 =

278= Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
4 =

280 = Venus (Summon)
0 =
1 =
2 =
64 = Venus
65 =
66 =
67 =
68 =
100 =
101 = Very odd attack. Looks like the animations belong to a blue critical hit, probably to another move. Angle of screen moves to enemy side. It also zooms in on the attacker.
120 = Normal Venus, but screen tilts to enemy's side.

281 = Mercury (Summon)
0 = Normal Mercury.
1 =
2 =
64 = Mercury
65 =
66 =
67 =
68 =
100 = Same as 280.101.


282 = Mars (Summon)
0 =
1 =
2 =
64 = Mars
65 =
66 =
67 =
68 =
100 = Same as 280.101.

283 = Crashes Game (Jupiter (Summon))
0 = Same as Jupiter.
1 =
2 =
3 =
64 = Jupiter
65 =
66 =
67 =
68 =
100 =

284 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =

286 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =
100 = Same as 280.101.

298 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 = Crashes Game, but music still plays.

330 = Crashes Game
0 = Similar to 340.0, except it is more of a green/yellow-greenish colour.
1 =
2 =
3 =
4 =
213 = Same as 419.20.

340 = Crashes Game
0 = Cool psynergy. Red watery blobs fly from caster and hit target. I forget which psynergy this belongs to, but it might possibly be from the slime monsters (from Golden Sun 1 (and 2?)).
1 = Same as 340.0.
2 =
3 =
100 =


354 = Crashes Game
0 = Candle... For Death Curse?
1 = Same as 354.0.
2 =
3 =
213 = Same as 419.20.

355 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =

378 = Crashes Game
0 = Crashes Game, but music still plays.
1 =
2 =
3 =


416 = Crashes Game
0 = Fiery Breath!
1 = Fiery Breath (longer version (I think)).
2 =
3 =

417 = Crashes Game
0 = Crashes, but music still plays.
1 =
2 =
3 =
4 =

419 = Crashes Game
0 = Crashes, but music still plays.
1 =
2 =
3 =
4 =
15 = Same as 419.20
20 = Zooms in, blue critical hit (weapon critical).
213 = Same as 419.20

448 = Formina Sage
0 = Normal Formina Sage, but screen angle tilts to party's side (not normal angle, which is towards target's side).
1 =
2 =
3 =
4 =
5 =
6 = Same as 419.20.
128 = Formina Sage

450 = Rising Dragon
0 = Rising Dragon
1 = Normal Rising Dragon.
2 =
3 =
4 = Same as 419.20.
5 =
6 =
7 =
8 = Normal Rising Dragon.
9 =
10 =
11 =
12 = Same as 419.20.

470 = Not sure, looks like Ice Breath (but animation starts in front of caster (separated from user).
0 = Ice Breath, cut in front of user.
1 = Same as 470.0, but it appears to start slightly higher.
2 = Same as 470.1.
3 = Same as 470.1.
4 =





Attack effects
In this section, ability affects that are listed/named as '?' will be described in detail, if anything changes.

1. Nothing noticeable.
2. Nothing noticeable.
36. Nothing noticeable.
37. Nothing noticeable.
38.
39.
40.
41. Nothing noticeable.
43. Nothing noticeable.
54. I do not know what this means, but it make enemies "rise to the challenge".[/u]


make new djinn types you can use ones from DC. if I renember corectly than there is one html saved about it.[spoiler]= Venus Djinni =

- Ground-based Djinni -
Harrow (Attacking Djinni)
Till the soil by burying a foe in it.
One Enemy, a 25, 35% chance to hit for m 170%

Soil (Healing Djinni)
Absorb the earth's nutrients.
All Allies, Restore 35% of Max HP (user goes last).

Quicksand (Support Djinni)
Sink foes in an earthly prison.
All Enemies, Reduce ATK by 25%.

Shale (Attacking/Support Djinni)
Strike with the earth's daggers.
One Enemy, a 40, May reduce DEF by 25%.

Obsidian (Attacking Djinni)
Injure with a shattering blow.
One Enemy, a 30, Pierce 37.5% DEF.

Shear (Attacking Djinni)
Wield the scythe of Ceres.
One Enemy, m 150%

Mire (Attacking/Support Djinni)
Slow your enemies in a thick goo.
All Enemies, m 70%, Reduce AGL by 25%.

Terrace (Support Djinni)
Gain a topographical advantage.
Self, Increase DEF by 50% and RES by 80.


- Plant-based Djinni -
Branch (Attacking Djinni)
Unleash the fury of the wooden guardians.
One Enemy, a 20, 30% chance to hit for m 185%.

Garden (Attacking/Healing Djinni)
Plant a garden of life or death.
All Allies, Restore 25% of Max HP, Delay a Turn.
OR
All Enemies, m 80%, Delay a Turn.

Seed (Attacking/Healing Djinni)
Leech Psynergy from underground.
One Enemy, a 50, Restore 10% of Damage as PP.

Stump (Support Djinni)
Bolster defense by being indomitable.
One Ally, Increase DEF by 50%.

Leaf (Healing Djinni)
Imbue a healing leaf on the fallen.
One Ally, Revive to 35% Max HP

Root (Healing Djinni)
Draw the power of the earth to heal.
All Allies, Regenerate 10% of Max HP and 5% of Max PP for 5 Turns.

Rose (Attacking/Status Djinni)
Pierce enemies with poisonous thorns.
All Enemies, m 110%.

Bark (Attacking/Support Djinni)
Call on the power of Tret to empower you.
One Enemy, m 135%, May increase PWR by 20.

Mint (Healing Djinni)
Refresh your spirit with soothing mint.
One Ally, Restore 35% of Max PP, user goes last.


- Mineral-based Djinni -
Magnet (Status Djinni)
Draw a foe to the ground.
One Enemy, Inflict Paralyse

Shrapnel (Support Djinni)
Destroy the confidence of your foes.
All Enemies, Reduce DEF by 12.5% and AGL by 12.5%.


[/spoiler]
[spoiler]= Mars Djinni =

- Heat-based Djinni -
Furnace (Attacking Djinni)
Use a furnace to sear through armor.
One Enemy, a 40, Pierce 25% DEF.

Aurora (Healing Djinni)
Garner favor from heaven's lights.
One Ally, Restore 20% of Max PP.

Grill (Attacking/Healing Djinni)
Roast an enemy and feast on the remains.
One Enemy, a 35, Restore 20% of Damage as HP.

Sear (Attacking Djinni)
Pierce enemy barriers with glaring heat.
One Enemy, 170 Base, Pierce 50 RES.

Ignite (Support Djinni)
Ignite the fire in your heart.
Self, Increase ATK by 50% and AGL by 50%.

Lava (Attacking/Support Djinni)
Attack with the power of molten lava.
One Enemy, a 40, May reduce DEF by 25%.

Fuel (Support Djinni)
Fuel one's desire and willpower.
Self, Increase ATK by 50% and PWR by 40.

Roar (Healing Djinni)
Give a rousing shout to your spirits.
All Allies, Restore 10% of Max PP.


- Explosion-based Djinni -
Cluster (Attacking Djinni)
Lob a cluster bomb at your foes.
All Enemies, 105 Base Damage, 40% chance to hit for 210 Base Damage instead.

Nitro (Support Djinni)
Create a barrier that explodes on contact.
One Ally, Counterattack with Fire EPA (a 50, m 90%).

Explosion (Attacking Djinni)
Blow enemies away with a large explosion.
All Enemies, m 140%, May Force Enemy to Escape.

Bomb (Attacking Djinni)
Hurt an enemy with tons of shrapnel.
One Enemy, m 180%.

Prime (Attacking Djinni)
Prime for a shot with questionable ammo.
One Enemy, m 50%, 50% chance to hit for m 300% instead.

Rocket (Support Djinni)
Take off with frightening speed.
All Allies, Increase AGL by 25%.

Ballista (Attacking Djinni)
Strike first and strike fast.
One Enemy, a 5, Priority Level 5, 30% chance to hit for m 150%.

Mortar (Attacking Djinni)
Launch a missile that crashes down hard.
All Enemies, m 150%, Delay a Turn.


- Caustic-based Djinni -
Corrode (Status Djinni)
Take down enemy defenses with support.
All Allies, Priority Level 2, Normal Attacks allies attack with have Pierce 25% DEF.[/spoiler]
[spoiler]= Jupiter Djinni =

- Wind-based Djinni -
Typhoon (Attacking Djinni)
Slam your foe with a vortex.
One Enemy, m 140%.

Pressure (Support Djinni)
Slow the air around everyone else.
Self, Take two turns next round.

Sigh (Healing Djinni)
Absorb the sigh of Jupiter around you.
One Ally, Restore 20% of Max PP.

Grace (Support Djinni)
Behave in a graceful and alert manner.
Self, Increase DEF by 50% and AGL by 50%.

Sickle (Attacking Djinni)
Cut sharply with the power of the wind.
One Enemy, a 70.

Gas (Status Djinni)
Surround all foes with a cloud of poison.
All Enemies, 65% chance to inflict 'Poison'.

Undulate (Attacking Djinni)
Approach your foes mysteriously.
All Enemies, m 55%, 30% base chance to inflict 'Instant Death'.

Draft (Support Djinni)
Rise on a lighter foot and mind.
All Allies, Increase AGL by 25%, LCK by 25%, PWR by 10, and RES by 20.

Cloud (Support/Status Djinni)
Cloud your opponent's judgments.
All Enemies, Reduce RES by 20 and a 90% base chance to inflict 'Delusion'.


- Lightning-based Djinni -
Storm (Attacking Djinni)
Attack with a blitz of quick strikes.
One Enemy, a 0, 40% chance to hit for m 200%, 10% chance to hit for m 300%.

Shock (Attacking/Status Djinni)
Shock your foes into submission.
One Enemy, m 135%, 60% base chance to inflict 'Stun'.

Circuit (Attacking/Status Djinni)
Strike so hard the others feel it too.
One Enemy, a 45, 55% base chance to inflict 'Stun' to all enemies.

Static (Support Djinni)
Slow your foes down with polar static.
All Enemies, Reduce AGL by 25%.

Ion (Support Djinni)
Energize favor with the elements.
All Allies, Increase LCK by 25%.

Volt (Attacking Djinni)
Summon the essence of lightning.
One Enemy, a 60.

Anneal (Attacking/Status Djinni)
Keep your foe grounded.
One Enemy, m 110%, 20% base chance to inflict 'Paralyse'.

Jolt (Attacking/Status Djinni)
Strike the head to confuse your foe.
One Enemy, a 65, 90% base chance to inflict 'Delusion'.


- Astral-based Djinni -
Starshot (Attacking Djinni)
Call down starshards to pierce the enemy.
One Enemy, a 0, 40% chance to hit for m 200%, 10% chance to hit for m 300%.

Moondust (Healing Djinni)
Spray enigmatic dust into the air.
All Allies, Cures all status effects except for 'Downed'.[/spoiler]
[spoiler]= Mercury Djinn =

- Water-based Djinn -
Bubble (Status Djinni)
Trap deadly bubbles inside your foe.
One Enemy, 30% individual base chance to inflict 'Sleep', 'Stun', 'Poison', 'Deadly Poison', and Psynergy Seal' in that order.

Rain (Healing Djinni)
Nourish the battlefield with healing rain.
All Allies, Restore 25% of Max HP.

Torrent (Attacking Djinni)
Use a geyser to blow a foe sky-high.
One Enemy, m 170%, May Force Enemy to Escape.

Shower (Support Djinni)
Calm the tension with soothing rain.
Everyone, End Current Turn Immediately, Priority Level 2.

Dam (Support Djinni)
Block the elements from harming you.
Self, Increase RES by 80.

Shell (Attacking/Status Djinni)
Guard yourself with a shielded tackle.
One Enemy, m 110%, DEF used instead of ATK for damage, Pierce 50% DEF.

Nourish (Healing Djinni)
Shelter the party with a healing aura.
All Allies, Regenerate 10% of Max HP and 5% of Max PP for 5 Turns.

Waterfall (Attacking Djinni)
Crash your foe to the ground.
One Enemy, a 55.

Reservoir (Support/Status Djinni)
Unmask your healing tonic reservoir.
All Allies, Cures all status effects except for 'Downed'.
OR
All Enemies, Nullify all buffs and debuffs.

Oasis (Healing Djinni)
Refresh the mind with a mirage.
All Allies, Restore 7% of PP, Restore 30 (Venus-based) PP.


- Ice-based Djinn -
Comet (Attacking Djinni)
Attack with a shower of ice rocks.
One Enemy, m 120%, May hit for m 80% or m 160% instead.

Snow (Support Djinni)
Snow over enemies and their drive.
All Enemies, Reduce ATK, DEF, or AGL by 25%.

Flurry (Attacking Djinni)
Blast your opponent with frozen shells.
One Enemy, a 5, May hit for m 150% or m 200%.

Neve (Attacking/Status)
Freeze your foe over and over.
One Enemy, a 40, 60% base chance to inflict 'Stun'.

Floe (Attacking Djinni)
Strike your foes with a speeding floe of ice.
All Enemies, m 135%.

Spike (Attacking/Support Djinni)
Stab through the enemy's heart of victory.
One Enemy, a 55, Nullify all Buffs and Debuffs.

Crash (Support/Status Djinni)
Crash the party with an icy spirit.
All Allies, Increase LCK by 25%.
All Enemies, Nullify all Buffs and Debuffs.

Adiabatis (Status Djinni)
Block all angry strikes at you.
Self, Barrier Block 80%.


- Environment-based Djinn -
Freon (Attacking/Status Djinni)
Stop your enemies cold with deadly poison.
All Enemies, a 10, 30% base chance to inflict 'Venom'.

Vapor (Support Djinni)
Breathe in the essence of Mercury.
All Allies, Djinni recovery speed up 2.

Freeze (Support Djinni)
Flashfreeze everyone in place.
Everyone, End Current Turn Immediately.


[/spoiler]
No need i have put the list in spoilers
now something more maybe Summoner class?
I will await for your replay.

Aile~♥

Speaking of Summoner, that's Isaac's planned base class! The Summoner focuses on powerful Added Damage EPAs in all elements to supplement its decent Attack stat. It has high PP and Defence with slightly above-average Attack, but low HP.

His other class so far is Channeler. This class is quite similar to Summoner, but swaps its HP and Defence, making it take spells better than it takes physical hits. It also deals more with status effects like Curse and Haunt and has more base damage spells, and has revival spells in Lich and Phoenix.
[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]

Luna_blade

"Hear the sounds and melodies
Of rilets flowing down
They're the verlasting songs
Whispering all the time
As a warning that behind some rocks
There's a rigid grap even
Oreads fear the tread"

Aile~♥

Actually still working on this hack (no Jump patch in the hack proper).

More changes:

Added Jenna's Earth-variant class, Hex Maniac. Primary shtick is status effects, along with access to the same Fire spells as the Magician class.

HP Drain effects now always trigger. MP Drain has a flat 90% activation rate.

Added the Base Damage Multiplier. I'm now in the process of reworking later-tier spells with this in mind (decreasing the MP-to-base power multiplier to be the same as base spells), as well as fixing the base power for all the spells I didn't get around to doing before.
[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]

Rolina

That class is only allowed if she dresses the part. :P

Aile~♥

#8
I wish... But then again, she already had a class called "Hex". Could've possibly gone with something like "Hex Mistress", but Hex Maniac sounds better anyway.

Incidentally, playtesting suggests that Sheba's Magician class is way too much fun. Blasting an Emu with a Ray spell for 113 damage = heck yeah! Of course, even if equipping her with the Blow Mace does give her 166 MP at level 12, that still doesn't stop her from running low on MP in Air's Rock.

Speaking of Air's Rock, if you see a Winged Dragon in the Rock's interior, don't try to fight it on your first run through. It's a bonus boss. Hopefully fleeing from it should be darn near guaranteed, since I gave it only 9 Agil.

Edit: Seems like it's probably level that affects flee success, rather than Agil. So I set the Winged Dragon's level to 6 and its Agility up to 70-something. Also removed the other enemies from the enemy group, since the number of enemies is definitely a factor in the escape chance. Unfortunately, this will make it quickly become very, VERY overpowered in the monster arena.

Also, increased effect rate on a bunch of things. Most notable is that all Revive effects have flat 100% activation rate.

Edit 2: Random equipment changes:

Cursed weapons/armour are no longer cursed. The Curse effect was replaced with Luck debuffs (or other assorted debuffs) and, in the case of weapons, detrimental Unleashes.
Examples:
The Demonic Staff is the exact opposite of a normal staff, decreasing your elemental power in exchange for higher Attack. Its Unleash effect, Bad Omen, deals 1 non-elemental base damage and makes the target vanish into thin air. And it has a 50% unleash rate.
The Wicked Mace is renamed to the Unlucky Mace. Its Unleash, Foul Roulette, does literally nothing 90% of the time. The other 10% of the time, however, it is an extremely powerful Earth-attribute multiplier.

The reason for the removal of Curse is the Stealth Armour. It's now the only Cursed item in the game. It gives the wielder an extra turn, but Curses them. So you have absolutely no guarantee as to whether you'll get two turns, only one turn, or even no turns at all.

The Cleric's Ring no longer nullifies Curse (otherwise the combination of Cleric's Ring + Stealth Armour would be horribly overpowered). Instead, it gives a massive boost to Luck and nullifies Unleash rate. So basically, it allows you to wield weapons with detrimental Unleashes without worrying about being affected by an Unleash.

Other changes:

Some enemies get new skills when fought in the monster arena. Watch out for the Lemurian Ship boss, as it gets a finishing move.

Nerfed the Revive spell. It has a much higher cost and only revives to 50% HP. On the other hand, it can now be used for a single-target full heal if you're really desperate.

Nerfed the Vital Thief ability since it's now 100% accurate and thus really, REALLY powerful when fighting a group of foes. (And more bosses than not are groups of foes after a certain point, because I don't like arbitrarily giving things extra turns and I don't want the Stop spell to automatically shut down bosses.)

Thinking of nerfing most base damage spells. Level 18 Magician Sheba wielding the Frost Wand is doing 200+ damage with Blue Bolt against foes whose weakest element isn't Jupiter. Considering that's more than the damage output of Smuggler Felix's and Thief Jenna's standard attacks combined, I think there's a problem. Plus, the Lemurian Ship boss is a complete prick due to how high its damage output with spells is.

Speaking of bosses in general, Mana Drain is a legitimate tactic in this hack.
[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]