Greetings. I've read that there's the concept of Hamon from JJBA in this mod, and I've decided to come up with a suggestion: why not add Vampires from JoJo as a playable race and give them the unique abilities they have in JoJo?
For more info, visit this: https://jojo.fandom.com/wiki/Vampire
'Cause if there's the Ripple, then there should be insanely-pressurized fluid jets fired from a vampire's eyes and the kick-ass vaporising freeze.
Also flesh buds...
Well, see for yourself
Main question is doability, some would be easily doable I'd think, others like the flesh buds not so much. I'll look into it.
I released another addon for this pack -
Final Fantasy creatures - select creatures mostly from various entries, rather than the bestiaries of specific games in the series. There's a couple of megabeasts as well - Deathgaze from FF6, Catastroph from FF5, Iron Titan (Iron Giant enemy, using the FF2 Dawn of Souls sprite), Flowsand Lord from Tactics A2, Warmech from FF1 and Omega Weapon from FF5. Warmech and Omega Weapon require more population to show up, considering they're a bit higher-up in the boss hierarchy and possess powerful projectile attacks. In terms of the more archetypical/iconic enemies from FF, I think most are already done - there's Bombs, Malboros, several varieties of Flans, Antlions, Ahrimans, Tonberries, etc. I'll add Cactuar for the next update of this pack.
I've also added the races from Tactics Advance/Tactics A2 as civs - so Humes, Moogles, Viera, Nu Mou, Bangaa, Gria and Seeq. They have most of the classes as alternate castes (including "unique" classes like Hurdy's Bard class from A2, here called the "Minstrel" to differentiate from profession bards, or Babus' Runeseeker class) - only classes I included were ones I could replicate in some manner - the ones I couldn't - Hume/Viera Archers, Moogle Flintlocks, Viera Snipers and Bangaa Cannoneers, were omitted - ones that heavily used melee weapons for their attacks, like the Spellblade or Parivir, use untargetable "summoned sword" limbs with different effects induced depending on the type - these still use their respective weapon skill, they just count as unarmed attacks for all intents and purposes.
The default civs are friendly and are the usual portrayals of friendly members of said races. I have included an optional file with hostile versions of them with different ethics, some additional weapons, different naming (so you can tell them apart to some extent - generally the hostile versions have more violent/dark names compared to the friendly ones) and innate pets - their castes are the same, however. All of them are thieves and snatchers:
-Hostile Humes - bandit-y at best, evil empire at worst - unlike the other hostile versions, they do not have innate pets (for now).
-Hostile Bangaa/Gria/Seeq - much more barbarous than their friendly equivalents - the Bangaa and Seeq factions in particular will eat dead enemies after wars. Hostile Bangaa use Antlions, Toughskins and Dual Heads as pets, the Gria use Ahrimans, Headless and Toughskins, and Seeq use all types of Flans, Malboros and Deadly Nightshades.
-Hostile Nu Mou - death cult Nu Mou faction - they use the various undead from this pack as innate pets - Corrosive Droolers, Acid Worms, Swollen Bulbs, Skeletal Conglomerates, Crullers, Psycho Heads, Deathscythes, Floating Skulls and Deadheads.
-Hostile Moogle - dictatorial Moogle cartels who punish even the slightest infractions with death sentences. They use gas masks, unlike normal Moogles, and have Chocobos and Little Chariots as innate pets (though they share Chocobos with normal Moogles) - they will eventually have more innate pets.
-Hostile Viera - ruthless nature protectors, mixed with some occult practices - they use evil wood, plants and animals, unlike normal Viera who use good biome wood, plants and animals. They use Ahrimans, Coeurls and Lamashtus as pets.
That's it for now - I am planning for a second pass of this at some point later, mostly with some of the weirder FF6 creatures like the
Brainpan, as well as some of the mechanical creatures from the same game (including the different Magitek Armor types - those will be added to the hostile Hume and hostile Moogle factions - perhaps to non-hostile Moogles as well).