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Topics - Zakyrus

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31
Chrono Trigger Modification / Misc TF Techniques
« on: April 10, 2007, 09:44:36 pm »
Here's some TF techniques for coding some "intermediate" level events.

How to make a random treasure chest:
First you must make a chest like the one in "Castle Magus: Hall of Deceit", the chest here uses event code to make a treasure chest instead of using defualt game style.

Then just add a random number generator, certain values would give you multiple random items.

Here is an example:

Random Number
If RandomNumber < 75 (item drop chance)
Random Number (new random number from item type)
If RandomNumber < 30
~Give items 5 Tonics
~Goto 1000
If RandomNumber < 70
~Give item Mid Tonic
~Goto 1000
If RandomNumber < 90 (rarer items have smaller chances)
~Give item Full Tonic
~Goto 1000
If RandomNumber < D0
~Give item Elixir
~Goto 1000
If RandomNumber < FF
~Give item Mega-Elixir
~Goto 1000

[1000] ...
(here's where you could end the script or add another random item possibility.

To make an enemy "drop" a random item after battle:
One of my visions was to see CT be able to drop random items after battle, this is the easist way to pull this off without hacking the machinics of the game. Simply make a Object Function that has a random item list like the above treasure chest example. After battle, call this function. Simple.


How to make an item such as an herb randomly "grow" when you enter an area:
First create the desired item with an item editor.

Code:
Hide Sprite
Random number
if random number > X
Draw Sprite ( sapling )

use another random number generator to choose the sprites position if you want (example)
if random number > X; setObjCoords (10,F)
if random number < X; setObjCoords (1A,23)
 
when you activate the object, it display a textbox that tells you "you got ..."
give the item to the player
remove the object

I use this code for finding random gems that appear in cave walls too.

32
Chrono Trigger + / Chrono Trigger + demo test (dead)
« on: March 22, 2007, 12:17:46 am »
1.19 private beta
-----------------
There is no point of playing after the Heckran Caves, when you get this far - stop. (If you continue, you will gain levels and defeat the purpose of testing the updated enemies in areas before they are updated.) (Actually, the game may freeze at this point anyways due to a glitch I haven't fixed yet. >_O

Due to my job, I didn't get as far as inputting ALL the chapters up to The Village of Magic but here's the lowdown:

Dialouge: ( Some of the chapter names have been slighly altered)
Millennial Fair      - 99% complete
The Queen Returns      - 95%
The Queen Disappears   - 92%
We're Home!         - 94%
The Trial         - 95% (need to do anims and add a few more dialouge stings)
The Ruined World      - 90% (need to do anims on cuts)
The Factory Ruins      - 60% (do R-Series and Proto Dome parts)
The End of Time      - 99%
The Village of Magic   - 35% (need to do Medina and Melchiors Villa)

Next month's beta will be much farther than this. (should be able to get ALL the chapters added by then seeing as I'll have more time.) I am not going to bother adding any new areas in any of the releases yet (they are sooooo barren and glitch ridden right now there's no point) However, seeing as all my time is diverted from maps/map scripts to storyline, it shouldn't take long for me to get all the storyline stuff added. I just play through the game and do every location at a time. What I'll do is update all the strings that have been modified for now (which is a majority of the dialouge anyways), then go back and add the new lines/animations.

Also, in some cases I *DID* add new lines of dialouge; in many of these cases I haven't put all of the animations in yet, so some extended scenes are not complete yet. (adding animations is a pain in the ass, because the anims are numbered in Hexedecimal and there's no way to tell which one is which. So it takes forever to do. Will be added soon though.)





notes-

You now have to somewhat power-level (train) before each major boss.
I did each boss at the lowest and most insane levels.

Yakra; fought at level 7, most anything before this owns you.
Manoria Cathedral training spot:
After you hit the two skull switches and lower the spikes in the central room
with 3 Henchmen and 2 Diablos you can leave through the south door and renter this
room and fight this battle repeatedly. It is by far the best place to train as
there is a save-point near you the whole time and you can just use a shelter
whenever.

Dragon Tank; 11

Guardian; 13
Train in the Lab 16 Ruins near the Arris Dome exit, there will be mutants here.

R Series; 14

Heckran; 25 (I did it at level 13 to make sure very low levels could still do it.)
If you can beat the R Series then you can beat Heckran, just Atipode with
Marle/Lucca and Have Crono use Lightning, Aura Whirl when neccessary.


Also, normally I can get to Heckran in about 2 and a half hours (and that is
with some time to training included, plus I take my time in games), the time it
took me after modfiying monsters was: 4 hours, 19 minutes!
With the battled rebalanced alone, I estimate that the final version will
take about 15 hours longer to play through the entire game.
(this estimated time includes all the new storyline stuff/new dungeons to be added/old
dungeons & areas to be upgraded)


PM me with your e-mail address, and I'll send you the beta test... -- anyone able to read this text is able to test the beta... so don't be shy PM me!

33
Chrono Trigger Modification / TF Exports Techniques
« on: March 17, 2007, 09:38:45 am »
TF EXPORTS TECHNIQUES TUTORIAL
by Zakyrus

Skill Level: Novice -- or any ;p
Time: negligible -- a few moments to set up, a few seconds to use, and a lifetime to cherish  :D

IMPLEMENTING A TF EXPORT DIRECTORY:
Requirements:
+ a backup of a CT ROM and Temporal Flux editor
+Folders?

In this tutorial, I will explain the benefits and some techniques with the Temporal Flux exports files. First off, if you frequently backup your ROMS and you find corruption in it, the whole ROM is f.u.b.a.r. However, If you constantly make backups in the form of exports as you work, you have low risk of ruining anything. Plus you can STILL backup your ROMS!

TF Exports are the only way to go! Export 'em! Trade 'em with a friend! Import 'em into a ROM or swap 'em with a different one!  Get ORGANIZED and make a TF EXPORT FOLDER TODAY!
(end of commercial)

In case you don't know how to use the export system. Here is a link to the TF Manual.

Here is the screen shot of my folder system: (pretty simple)



When exporting, add the location name hex numbers for the begging of the filename. For example, Zeal Palace would be named 191 Zeal Palace.flux (the .flux file extension is added automatically and the "191 Zeal Palace" name would be used regardless if the export is an event file, map file or whatever of that particular location for quick saving -- Just beware that you change folders when exporting different types so you don't replace anything! ) By using this method, anytime you want to quickly load/save updated exports you just type the first three digits and the file comes up immediately.

Here's an example below where I have 238 export files in one folder. As you can see, I typed in the first three digits & the file name came up instantly this is much easier and organized than searching for the file. ....and it's not like you don't know the three digits because it's in the location name which is shown in the workspace tabs near the top of the screen. :)    --(In desperation I ask could we get *batch import* for TF soon please!?)




That's all there is too it! Every time I do massive work on a map or event files(after a half hour to an hour), I simply export the file to my exports folder and then I can copy my exports folder to backup my entire ROM hacking progress. It only takes a few seconds to export a file, so it's worth it!

Stay tuned for tutorials coming soon:
"Blackjack & Slots" -- in depth of the mini-games
"Scattering gems across the World" (and the randomization is done on new game, not when you enter a location! HA! HA! HA! HA! Oh yeah, also how I did the Gem buyer"
AND...
"How to use 1 map for 'multiple locations in one location', adding random battles that have multiple random item drops afterwards" (multiple tuts in one)


( I am going to start leaking a few CT+ secrets in the form of tutorials so others can learn how I did certain things)

34
Chrono Trigger + / NPC Diaglouge Enhancements todo list
« on: March 13, 2007, 05:21:04 pm »
NPC Diaglouge Enhancements todo list. This is a general guide to follow for doing NPCs when you get all the Chapters written.

(**) means that text upgrades as story progresses.

Each area such as towns should have a book or two.


Guarida Millennial Fair
-Truce Village NPC's (**)
-a few Millennial Fair NPCs (** - upgrade what they say)

The Queen Returns
-add some Truce Canyon storyline??
-Truce Village NPCs (**)
-Guardia Castle NPCs (**)

The Queen is Missing
-Truce Village NPCs (** - upgrade what they say)
-Guardia Castle NPCs (**)

We're Back
-Millennial Fair NPCs (**)

The Trial
~negligible

Beyond the Ruins
Trann Dome (**)
Arris Dome (**)

Factory Ruins
~negligible

The End of Time
~negligible

The Village of Magic
Medina (**)
Millennial Fair NPCs (**)

The Hero Appears
Towns (Truce, Porre, Sandarino) upgrade their text as events unfold.

Tata and the Frog
Towns (Truce, Porre, Sandarino) upgrade their text as events unfold.

The Ancient Mineral: Dreamstone
Ioka upgrades text

Footsteps! Follow!
Ioka upgrades text

Masamune
Towns (Truce, Porre, Sandarino) upgrade their text as events unfold.

Magus's Castle
~negligible

Forward to the Past
Ioka upgrades text

Unnatural Selection?
Ioka/Laruba upgrade text

The Magic Kingdom
Zeal areas upgrade as choices/events unfold
(I want to add alot of things that you can choose to do in Zeal that effect things later)

Break the Seal
~negligible

The Guru on Mt. Woe
~negligible

What lies Beyond?
- All of Zeal/Algetty will upgrade
Ioka/Laruba upgrade text (Laruba is rebuilt)

Lavos Beckons
~negligible

The New King
Last Village Commons and tents upgrade (alot more "survivors" found)

The Time Egg
(all towns and areas upgrade in this chapter as sidequests & events are completed, and choices are made)

The Fated Hour
(all towns and areas upgrade in this chapter as sidequests & events are completed, and choices are made)
Medina MASSIVELY upgrades after Ozzie is defeated

The Final Battle
~negligible



One thing to keep in mind is when we add decisions, they will affect other timelines later. A good example is the girl in Zeal with the plant, if you tell her to plant it then Marco will return and you can do the Sunken Desert Quest later. I want to add ALOT of event like this so there are MANY more possible ways to play through this game.

35
Chrono Trigger + / Enemies
« on: March 12, 2007, 11:47:35 pm »
Due to the fact that new enemies cannot be added (atleast not yet) we have to replace and reblance some of the existing ones. Actually, ALL monsters will be reblanced stat-wise, but listed here are the major changes to be done. A majority of these monsters can't be made until graphics importing AND A.I. editing become available.

Unused Enemies:
--------------
Frog King - need to add storyline as well as monster AI (might as well use this enemy as we can't replace it)
Bull Frog - minion of Frog King need to add AI
Omicrone - used for ??? (replace with something for the sunken dungeon)
Octobino - (Blue Imp riding a Squid) will be used in Sunken Zeal Dungeon
Johnny - (he had AI so I am recoding it to become "" enemies)
Ogre - Will be rebalanced (will have metal hammers) for Denadoro Mts 1000 A.D.

Altered Enemies:
---------------
Blue Eaglet (Truce Canyon - Zenan quest) Remade enemy to level 60, moved to Truce Canyon 1000 AD &
Denadoro Mts. 1000 A.D.

Cybot - made into Gato level 50 (need to alter AI so it attacks)
Goon - made into Sphinx level 95 (need to alter AI so they cast Aero/Luminair spells)
Tubster - made into Behemoths level 96 (need to alter AI so they cast Flare and Darkmatter)
Spekkio (Frog version) - alter with Black Cat sprite, make into level ** version
~rebalance the Pink Nu to be level 80

Golem Boss - if not in the Blackbird, AI needs to be very difficult


Lavos - Seeing as Lavos will be level **, the extra Lavos can be used
for an enemy. So I will use it for the Kraken monster. Kraken monster
will be guarding a treasure chest with random gems.

All are Level **
Lavos - 50000 HP

Lavos - 50000 HP
Right/Left Arm - 36000 HP

Right Bit      - 15000 HP
Center Bit   - 30000 HP
Lavos Core - 30000 HP

Cyrus - if you are outside Cyrus's tomb, this boss will be named Dullahan. And
will have about 25,000 HP. The reason for a boss, is because the Masamune II is
going to be much better than before. The Dungeon will also be rearranged and it
will be a museum in the Millennium era after the Masamune upgrades. Sort of like
in Crimson Echos but MY version of a museum.

Lavos Attack Modes:
------------------
Dragon Tank - becomes ??? -- recoded to whatever will be fought in Denadaro Mts 1000 A.F.
Heckran - becomes Razorclaw (fought in Valley of the Giants)
Guardian & Bytes - become Calamity
Magus - becomes Deitus recode AI to attack have float, safe, and shell, as well as cast Ultima
Zombor - becomes Lich, casts (shadow element) on you
Masamune - becomes Great Djinn - casts Aero, and Flare
Magus - becomes ???
Nizbel - becomes Trihorn; uses Quake abilities as well as smashing physical attacks
~found in the Mystic Mountains Peak and Valley of Giants areas
Azala - becomes Quezacoatl; uses Aero2, as well as razor wing attacks
Black Tyrano - becomes Crimson Tyrano (highest Tyrano)
Giga Gaia and Hands become OMEGA; has Omega Ray, "Total Obliteration", Ultima


new enemies:
Grandmaster Nu (cleft of Dimensions optinal super boss)
Think Spekkio Nu was hard? That was nothing compared to this!
Casts new spells: ShadowFlare(shadow&fire), Tsunami(water3), Blizzard(ice3), Disintigrate (fire) & Ultima(lightning & shadow) as well as Dreamless!

36
Chrono Trigger + / Maps/Areas (Discussion Thread)
« on: March 08, 2007, 05:03:27 pm »
This thread is dedicated to new maps.

Here's the Zeal Library;



The upper left door goes to Schala's Room you get there by means of a secret passage. The upper right takes you to the Zeal Study. All of the books are readable, except 3 that are the Water, Air, Fire, Books ( I may add Shadow for the book puzzle). I also need to add a lot of NPCs that say things to the player. Obviously, I need to fill in some areas still but this map is almost complete.

37
Chrono Trigger + / Extended Storyline Events (old)
« on: February 27, 2007, 10:15:17 pm »
This thread will be dedicated for all the brand new areas that were randomly dreamed up. Any extended storyline events MUST NOT contradict with the Chronoverse Continuum. Everything must be adapted to the timelines & be able to work around any potential loopholes.


Valley of the Giants
----------------------
+A prehistoric girl is lost in the Searing Chasm dungeon. You have 10 minutes to find her. (Then the Old Man at the entrance will let you into the caverns as much as you want after this quest -- after the lava cooldown that is (10 mins game time) The dungeon is filled with Rust Tyranos AND random gems/ores.)

after all other quests in this are complete
+Quezacoatl ambushes the party atop Razorwind Spire, and blames Party for what they "did" to the weather after the destruction of Tyrano Lair. Quezacoatl is an evil looking Dactly with light (lightning) element mastered. The battle will be fought on Razorwind peak (30,000 HP) then he flies up and challenges you to a mid-air battle (50,000 HP). The three Dactlys fly up and off you go upwards into the clouds....



Lavos
-------
All Lavos "attack modes" are removed (now I can make a bunch of new monsters) and have 9 free locations in TF.
To balance this Lavos, all Lavos battles are now level **

(I'll keep updating this)



38
PROJECT TODO LIST (UPDATED)

"Chrono Trigger +"
Current version 1.19 (beta)
-------------------------------

Done:
Blackjack 99% bugfree
Slots 100% bugfree
M. Fair enhancements (new mini-games!)

L3 Graphic enhancements for many maps (such as shadows leaves in forests, sunlight in Zeal windows, etc)

Animations for many cutscenes now enhanced.
Fixed sound bugs (such as Kilwala/Ape sounds reversed in Forest Maze, Kilawala Sound for Lavos in O.P., Kilwala sound for Cyrus Death)

Glenn now looks like Human Glenn in Glenn/Cyrus flashbacks (need to add sprite without Masamune)

MANY areas have various tweaks to events


+ Enemy and item stats rebalanced. Makes the game alot more fun (and fair)
+ Upgraded Millennial Fair (MUCH more to come in the next few updates!)

+ Enhanced environments
~~ Many areas now have Layer3 effects
~~ Some forests have random falling leaves (I will use a better graphic for "leaves" in a future update)
~~ A few areas have scrolling gray clouds (this will be upgraded to better looking puffy clouds later)

+Medina Square upgrades (ultimately into their own fair)
+ Added a man at the Medina Fair that will buy gems from you.

+ Added treasure chests that can give multiple random items

Expanded Areas:
~Truce Canyon    (now twice the size as before!)
~Added Zeal Grand Library (incomplete)

added storyline pointer 13 - checks to see if the Chancellor has left the throneroom to check
               up on Leene (Hair Pin in Manoria Cathedral doesn't appear unless
               this is set!)

Q. How the hell do I get into the cathedral?
A. AFTER Lucca joins your party, go to Truce Inn and talk to the soldiers sitting at the table. Then Toma will walk in, buy him a drink; then talk to him again and he'll say that there's something fishy about the cathedral. Now, the Chancellor will appear in the throneroom, speak to him and after he leaves. Go to the cathedral and talk to the nun at the organ. After Frog joins your party, check the organ.


Coming soon!
------------------
Enhance all in-game cutscenes
100% of all game dialouge will be re-translated; spelling and grammatical errors removed, etc, etc.
~Phrases like "drat" will be restored to "damn" like in the Japanese version.
Fix ALL of the storyline plotholes(like bringing Magus to 600AD after he joins, no-one says anything!)
Interactive NPC's (people say more/change what they say when events change)
Interactive Objects (some world objects do things...) (ex: checking a cabinet and you could find an item)
Epoch auto-returns to the End of Time (only if walking upto the end of the Epoch Dock)
Every decision effects later events somehow
Brand new items (gems/herbs/ores will randomly appear in certain areas!)
Item-making (eg. combine herbs and potions to make better ones)
Even more random item treasure chests (yay!)
MORE environment enhancements:: caves will have random bats flying around for scenery
Water effects (when walking thru / Standing in)
Save points will have a special function where you can use Shelters without having to enter the items menu
More expanded areas



Features coming in version 1.25 (1.25 is the public release beta)
------------------------------
Extended storyline events (maybe a few more endings to the game? ...as if 14 endings wasn't enough)
Fishing rod and events (no real point to it yet, but save your fish)
NEW areas, expanded/new dungeons to explore/new sidequests


Features coming in version 1.3
------------------------------
Auction House?
Coliseum?
Item-making (weapon, armour, and accessory making, cooking)
Possibly swimming areas
EVEN MORE NEW areas, expanded/new dungeons to explore/new sidequests
MORE environment enhancements
Monsters will have random common, uncommon, and rare item drops (besides the item they *always* drop)
~random drops will be given to you after battle
Example:
 "     
        Also obtained: 1 Elixir   
                                             "

Monsters in some places upgrade throughout the game (such as Guardia Forest, Mystic Mts.)
EVOLVING gameplay:: every decision you make effects the game somewhere else.



Features coming in version 1.4
------------------------------
Millennial Fair Final (filled to the brim with games, prizes, shops and more!)
(Fair upgrades over time throughout the game (In NewGame+ mode; everything starts upgraded))
Millennial Fair expansion  (+ more mini-games for Silver Points & more prizes that can be bought)
Games to be added:
Poker
Samurai Showdown (like in Kirby Superstar)
Some kind of dance game in the Prehistoric Exhibit, sort of like mimic game but with multiple steps!


New PCs?
New techs

Entire graphics engine completely upgraded
Hopefully I can also add new sounds/music

New PC/NPC/ENEMY/TILESET graphics

Features coming in version 1.5 (final)
------------------------------
Anime' cut-scenes from PSX version? (must SERIOUSLY know Mode7 hacking to do this) -- Probably wait until GBA release and hope that they convert the anime scenes and it to the game --then I can steal them :)

39
Chrono Trigger + / Graphics Hacking Todo Thread
« on: February 27, 2007, 08:58:36 am »
Even though it will be some time before we can get to this, we might as well have a list prepared of what needs to be done.
Here goes:

Graphics Hack:
Trees have animated leaves/animated shadow leaves (Layer3)
Grasses are animated and layered over the PCs when walking through it
Water has splashes when walking thru
Import grass and animated flowers from Seiken Densetsu 3 (use for many areas)
Replace Death Peak snow effect with animated snow (from SM2: Yoshi's Island...way better effect)

These are useless, but enhance the feel of areas:
Import butterflies from BOF2 (use for random environments such as Guardia Forest)
Add flying birds (so we can have random birds flying around in areas -- birds will also have bird shadow sprites for ones very high up)
Enhance squirrel sprite (so we can have random squirrels running around in forest)



Tilesets:
Guardia Prison -- Mountain with animated clouds (night)
Denadoro -- Mounains with animated clouds (day)
Zenan Bridge -- scrolling clouds with animated sunrays
Dactyl Nest -- scrolling clouds with animated sunrays
North Cape -- scrolling clouds with animated sunrays
Tyrano Lair -- Prehistoric Canyon with scrolling clouds
Zeal (overworld)-- Blizzard sky
Death Peak -- Animated Eclipse scene; Mounains with animated clouds (blizzard)
Black Omen -- Animated space with meteors and moon, earth (The Moon will ACTUALLY move it's position while the earth is scrolling -- I am going to vastly enhance this background.)
Lava dungeons -- import tileset with animated lava and fire
Cleft of Dimensions "Endless area" -- use Galaxy background from Flea battle, combine with canyon graphics, add random crystals instead of rocks, add dark palette.


Weapons:
Blades--
Rainbow - use Mother Brain animating effect for Blade and attack trails
Ragnarok - flaming sword, fiery trails
Eternity -    "Dancing sword" - enough said.

Bows--
Orion     - has a trail of "leaves" behind the arrow
Anubis   - shoots one of those Souls that come out of the ground for one of Magus's attacks (when you fight him)
Artemis - shoots a "cresent moon" (barely first quarter if you want to know)

Guns--
Zonker38 - nothing real special here
Particle - shoots a beam of energy at the enemy
PrismBeam - shoots a beam (Mother Brain animating effect)

Swords--
Masamune2 - will have mini animated beams of light radiating from the sword.

Scythes--
Harvester   - will have an eeire mist around the blade
Reaper       - when it "Soul-steals" an opponent (must be charged), Magus will swing, then jump back to where he was, then a Macabre will appear(transparent) and carry the monsters soul away. If it's not charged, it will not steal the monsters soul, it will do damage instead. The monster must be able to be "Black Holed" for Soul Steal to work, if it can't be then the Reaper will remain charged(if charged) and do damage either way.

Armour--
Nova Armor - Sunstone animating effect for aura colors
Moon Armor - Sunstone animating effect for aura colors (except Blue instead of yellow)
AegisArmor -  (not sure...something cool as it's going to be the best armor in the game)
PrismDress - For the PC's aura: Mother Brain animating effect
DiamndRobe - Sparkles around the PC's Aura

Cloak--
MirageRobe - A ghost image of Magus (think of the Crimson Wizard's cape effect if you've played Seiken Densetsu 3)


PCs--
Magus will actually pull out a scythe (only right before physically attacking)

NPCS-- (to be updated)
Daedalus (and Cleft of Dimension's version)
Fish, for fishing of course!




ENEMIES-- (to be updated)
Pteradons - same as Dactlys (NPCS) but have battle anims
Great Djinn    - like a grey version of Masamune
Trihorns        - like Nizbel only lighter green
Brachosaur    - (I have no idea, probably an entire tileset, like the Tyranos) (Will probably have Raptors instead)


BOSSES--
Dullahan - Looks like Cyrus's ghost
Calamity - Suped-up Guardian
Quezacoatl - like a giant Dactly only VERY MEAN looking
OMEGA - Looks like Giga Gaia (but dark grey/black with red eyes)

Spekkio (level **, Black Cat) Pink Nu is now 80-98

40
Chrono Trigger + / Items List (updated)
« on: February 27, 2007, 06:36:13 am »
WEAPON:

Crono:
Ragnarok - max attack, max crit, random tech "Flare" (Insane I know, good luck making (synth) this sword)
Atom Edge - max crit 9999dmg on crit (Hidden somewhere in the 'Cleft of Dimensions, probably after
you have beaten OMEGA 9 times, it will drop after battle.)

Eternity - Slices anything in half, get in Programmer's Ending (with Crono alone)
           ...remembering that Lavos battles now are ALL level **

Marle:
Wood   -    new starting weapon (there where 4 extra bow slots so why not?)
.....   

Orion -    not sure, find in the Valley of the Giants somewhere.


Anubis  -   some kind of demonic weapon,
      (charm from Cyrus' ghost in Northern Ruins 1000 A.D. --do this BEFORE Frog talks to Cyrus spirit!)

Artemis -   255attack, +10 hit (INSANELY hard to find)

Lucca:
Zonker38   20 attack, random "sleep"
Particle   -not sure (find in the level 90 future area Bongor Dome extended!)
            (Probably after the Boss: Calamity, which is a suped-up Guardian)
PrismBeam   -not sure
Doomsday   - 255 attack, 50crit, 4x dmg on crit (VERY, VERY, VERY hard to find)

Ayla:
(DOES *NOT* NEED A BETTER EQUIP, INSANE AS IS.)


Robo:
AtlasArm - 255 attack, random Chaos

Frog:
--
Masamune 2 (updated stats; Northern Ruins will have an undead boss, "Dullahan"(very HARD) before Cyrus's Grave room)

Magus:
Reaper "Devours victims soul" instant death (Must charge up with Black Hole)
....must be coded to do low damage if not charged, only holds one charge
(so you can't own through ALL the final Lavos Battles)





ARMOUR:

Crono, Robo, Frog:
AegisArmor

Marle, Lucca, Ayla:
DimondRobe

Magus:
MirageCape - nearly maxes evade rate "Sorrunds wearer with illusions that trick the attacker into missing."
(worth 12 million Gil won't appear in Auction house until level ** -- very RARELY appears)

....good luck getting that money because I REBALANCED the monsters so "animal types" such as dinosaurs, birds, don't drop gil! ...only humanoid types Reptities(?), Imps, Mystics, etc. drop Gil. 



HELMS:
Crono, Robo, Frog:
??? (Ageless?)


Marle, Lucca, Ayla:
DiamondTiara




new ACC:
Everyone:
EXP Booster - turns gil into EXP
Wall Ring   - casts "Wall"
Cherub Down - casts "Float"
SeraphSong  - Recover 30MP per round
Relic       - ????
Offering    - Attack w/ tech "Confuse"
Gem Box       - Attack w/ 2x Techs (works with Dual & Triple Techs!)
Econimizer  - MP cost for all techs = 2MP
SprintShoes - Haste (always run outside of battle)




Useable Item:


Quest Item:



Misc Items:
Fishing Rod
Fish1
Fish2
Fish3

Herbs:
Greenleaf       an herb with curative properties
Sagebloom      an herb with magical properties
Darkroot      an herb with unusual/unknown properties

Gems:
Quartz          a clear white gem of marginal value
Garnet          an orange gem of exceptional value   
Diamond       an valued gem due to extreme rarity

Ores:
MythrilOre       Mallable yet enduring metal
Adamantium       a very rare, very durable metal
Meteorite        a shard of an unknown compounds

41
General Discussion / ZSNES 1.5.1
« on: February 04, 2007, 07:01:30 am »
ZSNES 1.5.1 has been out for about a week and I felt everyone should know about it -- if you don't already that is  :wink:

Get it here.

42
Chrono Trigger Modification / "Unofficial" TF Exports Thread
« on: January 30, 2007, 01:41:40 pm »
I figured that it would be a good idea to start a thread for anyone to show off anything cool you may have made or done. ...Could a mod possibly sticky this thread?  :lol:

At long last my Blackjack mini game is complete!  :D I have included parts of the Millennial Fair, as well as various other exports I have made.

Here are some thumbnails:




Code: [Select]
Contents:
Millennial Fair 1.1
-------------------
Millennial Fair (added new exit, enhanced events, item shop upgrades, Melchior's shop upgrades on NG+)
Leene Square (added Slot Machine -- appears after girl gets her cat (sortof works, I have to revise it)
Gato Exhibit (expanded area size -- will use space for something later)
Telepod Exhibit (increased size, enhanced events)
Prehistoric Exhibit (increased size, moved NPCs, more coming soon!)
Blackjack Area   (added Blackjack(so far works flawlessly; will remake slots in this fashion later)


Guardia Forest (***remember to change palette to 42 and L3 Tileset to 7 for these locs.***)
Guardia Forest (added Layer 3 [leaves] )
Guardia Forest Dead End (added Layer 3 [leaves], changed scroll, enhanced cutscene events)


Heckran Caves
Water splash and layer effects (when walking in/thru water -- not fully working yet)


Magus Castle Hall of Deceit
Treasure chest drops multiple random items


North Cape
Expanded area (still need to add monsters(Beast, Red Beast, Blue Beast will be normal mobs)
~Also, the background now scrolls with the player's movement.


You can download the exports pack by clicking this link.

(Download may take a few moments to start)


43
Some script ideas I've been playing around with.


Item making:
This one's a peice of cake. Just check items required, and add/subtract items where applicable. This can be used for Blacksmithing(weapons & armour),  Alchemy(combining potions), JewelCrafting(accessories), Cooking(making food items such as Power Meal), etc., etc. Simply select the item you are trying to make by using decision text boxes, then check if the player has the required items, then add some cool anims and sound effects to kill a few seconds of time, then give the  item to the player by adding it the the inventory(or random failure chance!) Take a look at the Ioka Trading House for item check & add/sub examples. It's reletively simple. (Although, for item synthesis you really would need a way to expand the total amount of game items, there are only 255 and all but about 8 of them are used up.)


Fishing:
Finally we can make use of that darn unused fish sprite! Just make a spot in water where the fish is, and under activate add some commands that lead to: ...in the words of Ayla: "Press A button much times!" and depending on how fast you pressed, that gives you the quality of fish(or failure rate), you could also add better fish chances with better fishing rods! Fish could be used in item making skill "cooking" (see above). Because I ran out of free items, I sacrificed the 2x petals, 2x Fangs... items to make 3 fish and the other for the Wood Rod(sounds really bad)
When I get this implemented, I am going to make a Fish Pond location with objects/system that will behave like the fishing system in Breath of Fire ][. :)



Random falling leaves in forests:
This one is a no brainer...

Return - Return
NPCSolidProps - ethereal/immoveable
NPCMoveProps - thruWall/thruPC

SetObjCoords - (starting position)
Animation  - normal,00,00
MoveSprite - new X & Y pos, animated true
Pause - 0.188
MoveSprite - new X & Y pos, animated true (one tile lower in Y value than previous move)
VectorMove - 1,02,change     (change vectors to have the leaves "flutter" downwards)
VectorMove - 340,02,change
Animation  - static,00,00   (makes the leaves stop moving, gives the impression that they touched the ground)
Pause - 2.00  (or however long you want the leaves to stay before removing)
DrawStatus - Hide

Return - End

Then copy & paste the all above commands between the return and end; copy it X amount of times, for each time you copy this you need to put new SetObjCoords, and MoveSprite positions so it changes the position in the map that the leaves will fall from. Doing this will allow you to only have to use 1 object for many random leaves instead of waste alot of free objects. Although, for Guardia forest you would want atleast 4 random leave generators. Then when you are done, place a goto right before the End command so the object loops back to the beggining(the SetObjCoords right after the return).

If you want, you can add this right after any of the SetObjCoords:
Soundcmd(SoundVol, 00, 30) -lowers the sound volume so the sound doesn't get irritating
Soundcmd(PlaySnd, 84, FF)  (84 is sound: "Bushes/Leaves rustling")
Soundcmd(SoundVol, 00, FF) -restores sound volume to normal after sound plays


...of course the leaves effect does wonders when you combine it with a "monster-walks-out-of-the-bushes" event.



Swimming basics
(I'll flesh out the details once I get my "Sunken Zeal" dungeon complete)
If you understand events well, then you should be able to figure out how to make this. This isn't recommended for beginners, it's more of an "idea" or "inspiration" for others, if you will. The hardest part is to get the character sprites to look right as there are no swimming anims(but there are a few anims that are close enough such as climbing).


get pc00 position

check for button press (A button)
move pc00 height to current position + new value
 if no button press: (for every second + current fall speed)
   move pc00 height to current position - new value

 (after 5 seconds, call objXX; ArbXX)


Object XX
-- this just moves a sprite to the PC's head position and float upwards and disappears when it gets to the top of the screen. The sprite is air bubbles of course! I used "Water Splash/UNUSED", it looks close enough.


The ideal is to use "side-view" maps (Arris Dome Rafters for example) and make a "Mario" style swimming where you can move left/right and tapping the A button makes you swim higher/faster. Also, if you want to be especially evil(like me), you could add air pockets and make the player be able to drown after a certain time. Also, if you REALLY want to be evil, add an underwater boss!

For the scripting "illiterate" a much easier style of swimming can be made by disabling the dash button in the location events then change the walking anims to swimming ones. Also be sure to check which direction you are facing and change the anim accordingly. Also, somewhere in your code you can add a Brighten command and one of the color settings will change the screen to tinted blue.




Flying Dactlys through a location
Someone else on this fourm mentioned this before so I give them credit for coming up with it.... unless I was dreaming this, then credit automatically goes to Doreen. :) But I think it would be cool to be able to ride and control a Dactyl through an area. Like make a dungeon, where in certain spots you have to fly up to higher areas, there could even be mid-air battles! Even fight "wild" Dactyls! The possibilites are endless.

I'll have to put some serious thought into this one before I start working on it as it's going to be alot more complicated than swimming.
 

44
Chrono Trigger Modification / CT Shop Edit
« on: November 03, 2006, 11:24:20 pm »
Does anyone know if the shopeditor (the one that expands/repoints shop data) conflict in ANY way with TF? I want to know if TF is going to overwrite data that the shop editor expanded.

EDIT: I DO know that TF can add shops all the way up to 3F before the shops are expanded, so the new shops can be placed.

Also, I e-mailed the guy who wrote the program about 3 weeks ago with no response.

45
Chrono Trigger Modification / CT Mode7 Documentation
« on: October 18, 2006, 11:49:39 pm »
I decided to write this documentation when I was completely bored one night and was playing around with Mode7. I was trying to make a battle possible when using the wormhole graphics(traveling through a gate). Shortly after finding out that this wasn't possible, the infamous entity of curisoty smacked me in the face like a brick wall. Then I began to see what every Mode7 was.


Catagory:     Mode7
Command:   Mode7(and special purpose)
Variant:   FF  (comment: FF is the only variant with this version of the command)
Mode:      Scene
Scene:      (see below)
Special:   (I used Black Circle)

Param1:   
Param2:   I left these all at 0
Param3:

~~Note: I am not fully sure what special is used for when using MODE: Scene, I never found any difference in changing this so far. When Mode is set to Special Purpose, this is actually used. Keep in mind there are a many, many, MANY more possibilities than listed here. I hope to make a list of  the most common mode7 variations. If anyone wants to contribute to this (soon to be) massive list, by all means you are more than welcome to.

These are the list of effects with the above settings and only changing the scene. Alot of these scenes seem to be used in more than one value, I am not sure if there are any variations save for a few, such as the Bike Race. Blank effects that freeze the game could eventually be hacked to add your own Mode7 effects, think of snowboarding down Death Peak, or ripping poker from some casino game and adding it here. :) They use this effect for the Bike race so why not? The possibilities could be endless but they would take an insane amount of coding.

Anyways, here are my findings...

Scene:
0      - Bike Race       (R&L button rotate mode)
1      - Opening Credits
2      - Load Screen
3      - Glitched up screen
4      - Lavos crashes into the planet
5      - Get sucked into giant gate at Magus Castle (glitched version)
6      - Scene where Epoch is going to crash through Lavos
7      - "But the future refused to change", then resets game to Load Screen
8      - "But the future refused to change", then resets game to Load Screen
9      - Bike Race (R&L button rotate mode)
A      - Fireworks animation from ending credits
B      - Fireworks animation from ending credits
C      - Ending Credits
D      - Ending Credits (Super fast version)
E thru 1F   - Black Screen (freezes game, sometimes music still plays depending on value)
20      - Bike Race       (B-button turbo mode)
21      - Opening Credits
22      - Load Screen
23      - Glitched up screen
24      - Lavos crashes into the planet
25      - Get sucked into giant gate at Magus Castle (glitched version)

40      - Bike Race cut shown in opening credits

60      - Bike Race cut shown in opening credits

70 thru 7F   - Black Screen (freezes game, music still plays)
80      - Wormhole scene (long version, like when getting sent to 600 AD for the first time)
81      - Wormhole scene (short version)
82      - Wormhole scene (very short version)
83 thru 89   - Wormhole scene (long version, but with black strobing effect; used when going into Lavos Core)

(89 is the highes value Scene goes under Mode: Scene)


Values 26 to 3F, 41 to 5F, and 61 to 6F are not mapped out yet, I believe I have mapped the ones the game uses and all the ones in these values are repeats(Just like values 21 to 25 seem to be repeats of 1 to 5). However, I will go through those later and finish this part of the list.

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