Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

What should I add next?

More magic.
More summons.
More encounters.
More civs.
Usable Mognet.
More loot! (Loot's already in for some monsters.)
Nothing, your mod's epic as it is right now.

Pages: 1 ... 16 17 [18] 19 20 ... 23

Author Topic: [DF 34.11] Final Fantasy Mod v1.2  (Read 72205 times)

ShadowBroker

  • Bay Watcher
    • View Profile
Re: Final Fantasy Mod
« Reply #255 on: June 01, 2012, 09:39:40 pm »

roight, its agreed to then. and now, i must learn to mod! even though im using .31.25, so its horribly outdated! :,D. guess i wont be modding then! the enthuasim is there though! and i will test the hell out of anything and everything, and brainstorm if you guys need me
Logged
Aside from that, being rational is not only optional, but is frowned upon.  We hate elves.  We kill for socks.  We sacrifice nobles.  We love kobolds.

Courtesy Arloban

  • Bay Watcher
  • This isn't a fortress... ...It's also not a map.
    • View Profile
Re: Final Fantasy Mod
« Reply #256 on: June 07, 2012, 12:24:44 pm »

Here's what I have for Frog Drop so far.
Spoiler (click to show/hide)
I test with just four, as I can only eat three frogs before getting full anyways.  I've updated the interaction in the golden frog as well to match the four levels.
Spoiler (click to show/hide)

It works updating Frog Drop once, but then doesn't work again.
Logged
Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Final Fantasy Mod
« Reply #257 on: June 07, 2012, 03:39:07 pm »

About my previous announcement: disregard it. Development has restarted, but you are welcome to post files onto the thread. Credit will be given where due.

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Final Fantasy Mod
« Reply #258 on: June 09, 2012, 02:41:24 pm »

Here's what I have for Frog Drop so far.
Spoiler (click to show/hide)
I test with just four, as I can only eat three frogs before getting full anyways.  I've updated the interaction in the golden frog as well to match the four levels.
Spoiler (click to show/hide)

It works updating Frog Drop once, but then doesn't work again.

Perhaps instead of making it a material attack, inflict the damage directly.  Syndromes from material attacks made with the same material won't stack, but if you inflict it directly on the target each new interaction will be considered a separate syndrome.

Courtesy Arloban

  • Bay Watcher
  • This isn't a fortress... ...It's also not a map.
    • View Profile
Re: Final Fantasy Mod
« Reply #259 on: June 22, 2012, 07:16:00 pm »

Perhaps instead of making it a material attack, inflict the damage directly.  Syndromes from material attacks made with the same material won't stack, but if you inflict it directly on the target each new interaction will be considered a separate syndrome.

Sorry I don't know how to inflict damage directly, would bleeding or coughing blood for a single frame do as well?
Logged
Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Final Fantasy Mod
« Reply #260 on: June 23, 2012, 01:42:56 am »

It has for be more than a frame from what I know.

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Final Fantasy Mod
« Reply #261 on: June 23, 2012, 12:49:17 pm »

Perhaps instead of making it a material attack, inflict the damage directly.  Syndromes from material attacks made with the same material won't stack, but if you inflict it directly on the target each new interaction will be considered a separate syndrome.

Sorry I don't know how to inflict damage directly, would bleeding or coughing blood for a single frame do as well?

A single frame is too short, but 10-20 frames or so should work nicely.  Bear in mind that if they bleed from all body parts at once even a tiny level of severity will do a great deal of damage.

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Final Fantasy Mod
« Reply #262 on: August 28, 2012, 08:56:33 am »

Locking the thread. I'm working on some of the FF civilizations, but since the major content of the mod was borked by the update, I'll simply reupload the mod on another thread.

Thank you for your support and I hope you download any future mods I decide to work on.

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Final Fantasy Mod
« Reply #263 on: August 28, 2012, 03:31:11 pm »

Thread tentatively unlocked until I get the results of the poll tommorow.

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Final Fantasy Mod
« Reply #264 on: September 01, 2012, 03:40:14 am »

Guys, finally got interested in developing this again. I'm doing it in the same order I did the first time, so Catoblepas and Bahamut will be released first, as they were when the very first version was. Moogles will come next, along with the rest of the ores and workshops.

EDIT: Uploaded the new files. Enjoy!
« Last Edit: September 01, 2012, 04:58:13 am by IamanElfCollaborator »
Logged

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Final Fantasy Mod (Now for 34.11)
« Reply #265 on: September 01, 2012, 10:46:40 am »

For those who did download this, I finally fixed the bug where Bahamut refuses to attack for any reason. He should now attack quite a lot. I also added in Alexander and Leviathan

NEXT RELEASE:
Ultros and Typhon.
Potentially Phoenix and Carbuncle.
DEFINITELY Ifrit and Shiva.
Ronso.

HelloLion

  • Bay Watcher
  • [ENTITY:FOOLISH]
    • View Profile
Re: Final Fantasy Mod (Now for 34.11)
« Reply #266 on: September 01, 2012, 12:23:20 pm »

I am going to have to try this out at some point.

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID
Re: Final Fantasy Mod (Now for 34.11)
« Reply #267 on: September 01, 2012, 02:47:03 pm »

Considering we now have minecart tracks and whatnot, we now need Mag Roaders; like the ones in Vector (FF6).

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Final Fantasy Mod (Now for 34.11)
« Reply #268 on: September 01, 2012, 04:49:20 pm »

Blargh, updated.
I couldn't be asked to bring in Shiva or Ifrit at this late time, so I just finished Ultros, Typhon and Crystallux. If Crystallux seems a bit weak, tell me. I tweaked it's material so it could actually be beaten. :P

NEXT UPDATE:
Definite Shiva/Ifrit
Potential Phoenix/Carbuncle
Definite Ronso

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: [DF 34.11] Final Fantasy Mod v0.6.6
« Reply #269 on: September 02, 2012, 03:59:55 am »

Updated.

Added in Shiva, Ifrit and Titan.
Added in Ronso that ACTUALLY WORK. :D
Pages: 1 ... 16 17 [18] 19 20 ... 23